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 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.