L L4D2node

GCSDK::CColumnSet::MakeFull

0x000920d0 · 73 bytes · __thiscall

_ZN5GCSDK10CColumnSet8MakeFullEv

Decompiled

undefined (1 param)

/* GCSDK::CColumnSet::MakeFull() */

void __thiscall GCSDK::CColumnSet::MakeFull(CColumnSet *this)

{
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  *(undefined4 *)(this + 0xc) = 0;
  if (0 < *(int *)(*(int *)(this + 0x14) + 0x9c)) {
    do {
      iVar2 = iVar1 + 1;
      BAddColumn(this,iVar1);
      iVar1 = iVar2;
    } while (iVar2 < *(int *)(*(int *)(this + 0x14) + 0x9c));
  }
  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)