L L4D2node

GCSDK::CColumnInfo::GetColFlagDescription

0x00093080 · 289 bytes · __thiscall

_ZNK5GCSDK11CColumnInfo21GetColFlagDescriptionEPci

Decompiled

undefined (3 params)

/* GCSDK::CColumnInfo::GetColFlagDescription(char*, int) const */

void __thiscall
GCSDK::CColumnInfo::GetColFlagDescription(CColumnInfo *this,char *param_1,int param_2)

{
  uint uVar1;
  
  if (*(int *)(this + 0x88) == 0) {
    V_strncpy(param_1,"(none)",param_2);
    return;
  }
  *param_1 = '\0';
  uVar1 = *(uint *)(this + 0x88);
  if ((uVar1 & 1) != 0) {
    V_strncat(param_1,"(Indexed)",param_2,-1);
    uVar1 = *(uint *)(this + 0x88);
  }
  if ((uVar1 & 2) != 0) {
    V_strncat(param_1,"(Unique)",param_2,-1);
    uVar1 = *(uint *)(this + 0x88);
  }
  if ((uVar1 & 4) != 0) {
    V_strncat(param_1,"(PrimaryKey)",param_2,-1);
    uVar1 = *(uint *)(this + 0x88);
  }
  if ((uVar1 & 8) != 0) {
    V_strncat(param_1,"(AutoIncrement)",param_2,-1);
    uVar1 = *(uint *)(this + 0x88);
  }
  if ((uVar1 & 0x10) == 0) {
    return;
  }
  V_strncat(param_1,"(Clustered)",param_2,-1);
  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)