CSentence::ColorForLanguage
0x000db4e0 · 63 bytes · __cdecl
_ZN9CSentence16ColorForLanguageEiRhS0_S0_
Decompiled
undefined (4 params)
/* CSentence::ColorForLanguage(int, unsigned char&, unsigned char&, unsigned char&) */
void CSentence::ColorForLanguage(int param_1,uchar *param_2,uchar *param_3,uchar *param_4)
{
int iVar1;
*param_4 = '\0';
*param_3 = '\0';
*param_2 = '\0';
if ((uint)param_1 < 0xc) {
iVar1 = param_1 * 0xb;
*param_2 = g_CCLanguageLookup[iVar1 + 8];
*param_3 = g_CCLanguageLookup[iVar1 + 9];
*param_4 = g_CCLanguageLookup[iVar1 + 10];
}
return;
}
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.