L L4D2node

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 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)