L L4D2node

GCSDK::CSchemaFull::AddFullTextCatalog

0x000897d0 · 78 bytes · __thiscall

_ZN5GCSDK11CSchemaFull18AddFullTextCatalogENS_14ESchemaCatalogEPKci

Decompiled

undefined (4 params)

/* GCSDK::CSchemaFull::AddFullTextCatalog(GCSDK::ESchemaCatalog, char const*, int) */

void __thiscall
GCSDK::CSchemaFull::AddFullTextCatalog
          (CSchemaFull *this,undefined4 param_2,char *param_3,undefined4 param_4)

{
  undefined4 local_18;
  char *local_14;
  undefined4 local_10;
  
  local_18 = param_2;
  local_10 = param_4;
  local_14 = strdup(param_3);
                    /* try { // try from 00089808 to 0008980c has its CatchHandler @ 0008981e */
  CUtlVector<GCSDK::CFTSCatalogInfo,CUtlMemory<GCSDK::CFTSCatalogInfo,int>>::InsertBefore
            ((CUtlVector<GCSDK::CFTSCatalogInfo,CUtlMemory<GCSDK::CFTSCatalogInfo,int>> *)
             (this + 0x44),*(int *)(this + 0x50),(CFTSCatalogInfo *)&local_18);
  free(local_14);
  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)