L L4D2node

GCSDK::PchNameFromESchemaCatalog

0x0008c8c0 · 33 bytes · __cdecl

_ZN5GCSDK25PchNameFromESchemaCatalogENS_14ESchemaCatalogE

Decompiled

undefined (1 param)

/* GCSDK::PchNameFromESchemaCatalog(GCSDK::ESchemaCatalog) */

char * GCSDK::PchNameFromESchemaCatalog(int param_1)

{
  char *pcVar1;
  
  pcVar1 = "k_ESchemaCatalogInvalid";
  if ((param_1 != -1) && (pcVar1 = "Unknown", param_1 == 0)) {
    pcVar1 = "k_ESchemaCatalogMain";
  }
  return pcVar1;
}

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)