GCSDK::CColumnSet::MakeInverse
0x00092270 · 115 bytes · __thiscall
_ZN5GCSDK10CColumnSet11MakeInverseERKS0_
Decompiled
undefined (2 params)
/* GCSDK::CColumnSet::MakeInverse(GCSDK::CColumnSet const&) */
void __thiscall GCSDK::CColumnSet::MakeInverse(CColumnSet *this,CColumnSet *param_1)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = *(int *)(this + 0x14);
*(undefined4 *)(this + 0xc) = 0;
if (0 < *(int *)(iVar3 + 0x9c)) {
iVar2 = 0;
do {
if (*(int *)(param_1 + 0xc) < 1) {
LAB_000922bc:
BAddColumn(this,iVar2);
iVar3 = *(int *)(this + 0x14);
}
else if (iVar2 != **(int **)param_1) {
iVar1 = 0;
do {
iVar1 = iVar1 + 1;
if (iVar1 == *(int *)(param_1 + 0xc)) goto LAB_000922bc;
} while (iVar2 != (*(int **)param_1)[iVar1]);
if (iVar1 < 0) goto LAB_000922bc;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(iVar3 + 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.