GCSDK::CRecordInfo::GetIndexFieldList
0x000934a0 · 402 bytes · __thiscall
_ZNK5GCSDK11CRecordInfo17GetIndexFieldListEP8CFmtStrNILi1024EEi
Decompiled
undefined (3 params)
/* GCSDK::CRecordInfo::GetIndexFieldList(CFmtStrN<1024>*, int) const */
void __thiscall
GCSDK::CRecordInfo::GetIndexFieldList(CRecordInfo *this,CFmtStrN *param_1,int param_2)
{
int iVar1;
undefined *puVar2;
undefined *puVar3;
undefined *puVar4;
int *piVar5;
int iVar6;
undefined *local_20;
CFmtStrN<1024>::sprintf((CFmtStrN<1024> *)param_1,"Table %s:\n",this + 8);
local_20 = (undefined *)0x0;
if (0 < *(int *)(this + 0xd4)) {
do {
piVar5 = (int *)((int)local_20 * 0xb0 + *(int *)(this + 200));
if (0 < param_2) {
iVar6 = 0;
do {
iVar6 = iVar6 + 1;
CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,"\t");
} while (iVar6 != param_2);
}
puVar2 = &DAT_000b2b65;
puVar3 = &DAT_000b65b2;
if (*(char *)((int)piVar5 + 0x29) != '\0') {
puVar3 = &DAT_000b2b65;
}
if ((char)piVar5[10] == '\0') {
puVar2 = &DAT_000b65b2;
}
puVar4 = local_20;
CFmtStrN<1024>::AppendFormat
((CFmtStrN<1024> *)param_1,"Index %d: %sclustered, %sunique {",local_20,puVar2,
puVar3);
if (0 < piVar5[3]) {
iVar6 = 0;
do {
puVar4 = &DAT_000b2b65;
puVar2 = (undefined *)(*(int *)(*piVar5 + iVar6 * 4) * 0xa0 + *(int *)(this + 0x90));
if (iVar6 != 0) {
puVar4 = &DAT_000b610a;
}
iVar6 = iVar6 + 1;
CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,"%s %s",puVar4,puVar2,puVar3);
} while (iVar6 < piVar5[3]);
}
iVar6 = 0;
if (0 < piVar5[8]) {
do {
iVar1 = iVar6 * 4;
iVar6 = iVar6 + 1;
puVar4 = (undefined *)(*(int *)(piVar5[5] + iVar1) * 0xa0 + *(int *)(this + 0x90));
CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1,", *%s",puVar4,puVar2,puVar3);
} while (iVar6 < piVar5[8]);
}
CFmtStrN<1024>::AppendFormat((CFmtStrN<1024> *)param_1," }\n",puVar4,puVar2,puVar3);
local_20 = local_20 + 1;
} while ((int)local_20 < *(int *)(this + 0xd4));
}
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.