GetLanguageShortName
0x000a6a90 · 36 bytes · __cdecl
_Z20GetLanguageShortName9ELanguage
Decompiled
undefined (1 param)
/* GetLanguageShortName(ELanguage) */
undefined * GetLanguageShortName(int param_1)
{
int iVar1;
iVar1 = (param_1 * 5 + 5) * 4;
if (*(int *)(s_LanguageNames + iVar1 + 0x10) != param_1) {
return &DAT_0029fbe0;
}
return *(undefined **)(s_LanguageNames + iVar1 + 4);
}
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.