L L4D2node

GCSDK::CColumnInfo::Set

0x00092fe0 · 118 bytes · __thiscall

_ZN5GCSDK11CColumnInfo3SetEPKci10EGCSQLTypeiii

Decompiled

undefined (7 params)

/* GCSDK::CColumnInfo::Set(char const*, int, EGCSQLType, int, int, int) */

void __thiscall
GCSDK::CColumnInfo::Set
          (CColumnInfo *this,char *param_1,undefined4 param_2,uint param_4,undefined4 param_5,
          undefined4 param_6,undefined4 param_7)

{
  V_strncpy((char *)this,param_1,0x81);
  *(uint *)(this + 0x84) = param_4;
  *(undefined4 *)(this + 0x8c) = param_2;
  *(undefined4 *)(this + 0x88) = param_6;
  if (1 < param_4) {
    *(undefined4 *)(this + 0x94) = 0;
    *(undefined4 *)(this + 0x90) = param_5;
    return;
  }
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x94) = param_7;
  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)