L L4D2node

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 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)