L L4D2node

GetLanguageVGUILocalization

0x000a6af0 · 36 bytes · __cdecl

_Z27GetLanguageVGUILocalization9ELanguage

Decompiled

undefined (1 param)

/* GetLanguageVGUILocalization(ELanguage) */

undefined * GetLanguageVGUILocalization(int param_1)

{
  int iVar1;
  
  iVar1 = (param_1 * 5 + 5) * 4;
  if (*(int *)(s_LanguageNames + iVar1 + 0x10) != param_1) {
    return &DAT_0029fbe5;
  }
  return *(undefined **)(s_LanguageNames + iVar1 + 8);
}

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)