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 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.