GCSDK::CRecordInfo::BFindColumnByName
0x00093f60 · 369 bytes · __thiscall
_ZN5GCSDK11CRecordInfo17BFindColumnByNameEPKcPi
Decompiled
undefined (3 params)
/* GCSDK::CRecordInfo::BFindColumnByName(char const*, int*) */
bool __thiscall GCSDK::CRecordInfo::BFindColumnByName(CRecordInfo *this,char *param_1,int *param_2)
{
ushort uVar1;
char cVar2;
int iVar3;
int iVar4;
uint uVar5;
char *local_24 [5];
*param_2 = -1;
if (this[0xe2] == (CRecordInfo)0x0) {
BuildColumnNameIndex(this);
}
uVar5 = (uint)*(ushort *)(this + 0xb4);
local_24[0] = param_1;
if (*(ushort *)(this + 0xb4) != 0xffff) {
iVar3 = *(int *)(this + 0xa8);
do {
while( true ) {
iVar4 = uVar5 * 0x10;
cVar2 = (**(code **)(this + 0xa4))(local_24,iVar3 + 8 + iVar4);
if (cVar2 != '\0') break;
cVar2 = (**(code **)(this + 0xa4))(*(int *)(this + 0xa8) + iVar4 + 8,local_24);
if (cVar2 == '\0') {
*param_2 = uVar5;
return uVar5 != 0xffff;
}
if (CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') {
iVar3 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
if (iVar3 != 0) {
CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_000d28da = 0xffff;
DAT_000d28dc = 0xffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
}
}
iVar3 = *(int *)(this + 0xa8);
uVar1 = *(ushort *)(iVar3 + 2 + iVar4);
uVar5 = (uint)uVar1;
if (uVar1 == 0xffff) goto LAB_0009401b;
}
if (CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel == '\0') {
iVar3 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
if (iVar3 != 0) {
DAT_000d28da = 0xffff;
CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel = 0xffff;
DAT_000d28dc = 0xffff;
__cxa_guard_release(&CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
}
}
iVar3 = *(int *)(this + 0xa8);
uVar5 = (uint)*(ushort *)(iVar3 + iVar4);
} while (*(ushort *)(iVar3 + iVar4) != 0xffff);
}
LAB_0009401b:
*param_2 = 0xffff;
return false;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
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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
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
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