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 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.