L L4D2node

GetFlagString

0x001d64d0 · 166 bytes · __cdecl

_Z13GetFlagStringi

Decompiled

undefined (1 param)

/* GetFlagString(int) */

undefined1 * GetFlagString(int param_1)

{
  GetFlagString(int)::ret[0] = 0;
  if (param_1 == 0) {
    GetFlagString(int)::ret[0] = 0;
    return &DAT_0029fbe5;
  }
  if ((param_1 & 1U) == 0) {
    if ((param_1 & 2U) == 0) goto LAB_001d6571;
  }
  else {
    V_strncat(GetFlagString(int)::ret,"RES_FATALIFMISSING",0x200,-1);
    if ((param_1 & 2U) == 0) goto LAB_001d6571;
    V_strncat(GetFlagString(int)::ret," | ",0x200,-1);
  }
  V_strncat(GetFlagString(int)::ret,"RES_PRELOAD",0x200,-1);
LAB_001d6571:
  return GetFlagString(int)::ret;
}

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)