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 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.