CSentence::NameForLanguage
0x000db520 · 28 bytes · __cdecl
_ZN9CSentence15NameForLanguageEi
Decompiled
undefined (1 param)
/* CSentence::NameForLanguage(int) */
char * CSentence::NameForLanguage(int param_1)
{
char *pcVar1;
pcVar1 = "unknown_language";
if ((uint)param_1 < 0xc) {
pcVar1 = *(char **)(g_CCLanguageLookup + param_1 * 0xb + 4);
}
return pcVar1;
}
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.