GCSDK::CSchemaFull::GetFTSCatalogByName
0x00089030 · 87 bytes · __thiscall
_ZN5GCSDK11CSchemaFull19GetFTSCatalogByNameENS_14ESchemaCatalogEPKc
Decompiled
undefined (3 params)
/* GCSDK::CSchemaFull::GetFTSCatalogByName(GCSDK::ESchemaCatalog, char const*) */
int __thiscall
GCSDK::CSchemaFull::GetFTSCatalogByName(CSchemaFull *this,undefined4 param_2,char *param_3)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = 0;
if (0 < *(int *)(this + 0x50)) {
do {
iVar1 = _V_stricmp(param_3,*(char **)(*(int *)(this + 0x44) + 4 + iVar3));
if (iVar1 == 0) {
return iVar2;
}
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0xc;
} while (iVar2 < *(int *)(this + 0x50));
}
return -1;
}
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.