L L4D2node

ConvertPhoneme

0x000da750 · 77 bytes · __cdecl

_Z14ConvertPhonemei

Decompiled

undefined (1 param)

/* ConvertPhoneme(int) */

char * ConvertPhoneme(int param_1)

{
  undefined **ppuVar1;
  char *pcVar2;
  
  pcVar2 = g_Phonemes;
  if (DAT_00340184 != param_1) {
    ppuVar1 = &PTR_s_m_00340198;
    while (ppuVar1[1] != (undefined *)param_1) {
      ppuVar1 = ppuVar1 + 6;
      if (ppuVar1 == &registry) {
        Warning("Unrecognized phoneme code %i\n",param_1);
        return "<sil>";
      }
    }
    pcVar2 = *ppuVar1;
  }
  return pcVar2;
}

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)