L L4D2node

GCSDK::CColumnSet::CColumnSet

0x00092070 · 73 bytes · __thiscall

_ZN5GCSDK10CColumnSetC1EPKNS_11CRecordInfoEi

Decompiled

undefined (3 params)

/* GCSDK::CColumnSet::CColumnSet(GCSDK::CRecordInfo const*, int) */

void __thiscall GCSDK::CColumnSet::CColumnSet(CColumnSet *this,CRecordInfo *param_1,int param_2)

{
  *(undefined4 *)this = 0;
  *(CRecordInfo **)(this + 0x14) = param_1;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
                    /* try { // try from 000920ad to 000920b1 has its CatchHandler @ 000920b9 */
  BAddColumn(this,param_2);
  return;
}

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)