L L4D2node

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 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)