L L4D2node

GCSDK::CSchemaFull::EnableFTS

0x00089a90 · 39 bytes · __thiscall

_ZN5GCSDK11CSchemaFull9EnableFTSENS_14ESchemaCatalogE

Decompiled

undefined (2 params)

/* GCSDK::CSchemaFull::EnableFTS(GCSDK::ESchemaCatalog) */

void __thiscall GCSDK::CSchemaFull::EnableFTS(CSchemaFull *this,undefined4 param_2)

{
  undefined4 local_14;
  undefined1 local_10;
  
  local_10 = 1;
  local_14 = param_2;
  CUtlRBTree<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short,CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::Insert((CUtlRBTree<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short,CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            *)(this + 0x28),(Node_t *)&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)