L L4D2node

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 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)