L L4D2node

GCSDK::CColumnSet::BAddColumn

0x00091ff0 · 104 bytes · __thiscall

_ZN5GCSDK10CColumnSet10BAddColumnEi

Decompiled

undefined (2 params)

/* GCSDK::CColumnSet::BAddColumn(int) */

undefined4 __thiscall GCSDK::CColumnSet::BAddColumn(CColumnSet *this,int param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0xc);
  if (0 < iVar1) {
    if (param_1 == **(int **)this) {
      return 0;
    }
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) goto LAB_0009201c;
    } while (param_1 != (*(int **)this)[iVar2]);
    if (-1 < iVar2) {
      return 0;
    }
  }
LAB_0009201c:
  if ((-1 < param_1) && (param_1 < *(int *)(*(int *)(this + 0x14) + 0x9c))) {
    CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
              ((CUtlVector<int,CUtlMemory<int,int>> *)this,iVar1,&param_1);
    return 1;
  }
  return 0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)