GCSDK::CColumnSet::MakeInsertable
0x00092120 · 100 bytes · __thiscall
_ZN5GCSDK10CColumnSet14MakeInsertableEv
Decompiled
undefined (1 param)
/* GCSDK::CColumnSet::MakeInsertable() */
void __thiscall GCSDK::CColumnSet::MakeInsertable(CColumnSet *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar1 = *(int *)(this + 0x14);
*(undefined4 *)(this + 0xc) = 0;
iVar2 = 0;
if (0 < *(int *)(iVar1 + 0x9c)) {
do {
while ((*(byte *)(iVar2 * 0xa0 + *(int *)(iVar1 + 0x90) + 0x88) & 8) != 0) {
iVar2 = iVar2 + 1;
if (*(int *)(iVar1 + 0x9c) <= iVar2) {
return;
}
}
iVar3 = iVar2 + 1;
BAddColumn(this,iVar2);
iVar1 = *(int *)(this + 0x14);
iVar2 = iVar3;
} while (iVar3 < *(int *)(iVar1 + 0x9c));
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.