L L4D2node

GCSDK::CRecordInfo::AddColumn

0x00093640 · 171 bytes · __thiscall

_ZN5GCSDK11CRecordInfo9AddColumnEPKci10EGCSQLTypeiii

Decompiled

undefined (7 params)

/* GCSDK::CRecordInfo::AddColumn(char const*, int, EGCSQLType, int, int, int) */

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

{
  int iVar1;
  char *pcVar2;
  
  if (this[0xe1] != (CRecordInfo)0x0) {
    return;
  }
  iVar1 = CUtlVector<GCSDK::CColumnInfo,CUtlMemory<GCSDK::CColumnInfo,int>>::InsertBefore
                    ((CUtlVector<GCSDK::CColumnInfo,CUtlMemory<GCSDK::CColumnInfo,int>> *)
                     (this + 0x90),*(int *)(this + 0x9c));
  pcVar2 = (char *)(iVar1 * 0xa0 + *(int *)(this + 0x90));
  V_strncpy(pcVar2,param_1,0x81);
  *(undefined4 *)(pcVar2 + 0x8c) = param_2;
  *(uint *)(pcVar2 + 0x84) = param_4;
  *(undefined4 *)(pcVar2 + 0x88) = param_6;
  if (1 < param_4) {
    pcVar2[0x94] = '\0';
    pcVar2[0x95] = '\0';
    pcVar2[0x96] = '\0';
    pcVar2[0x97] = '\0';
    *(undefined4 *)(pcVar2 + 0x90) = param_5;
    return;
  }
  pcVar2[0x90] = '\0';
  pcVar2[0x91] = '\0';
  pcVar2[0x92] = '\0';
  pcVar2[0x93] = '\0';
  *(undefined4 *)(pcVar2 + 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)