L L4D2node

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 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)