L L4D2node

V_StringToColor32

0x0025f7e0 · 65 bytes · __cdecl

_Z17V_StringToColor32P9color32_sPKc

Decompiled

undefined (2 params)

/* V_StringToColor32(color32_s*, char const*) */

void V_StringToColor32(color32_s *param_1,char *param_2)

{
  color32_s local_1c [4];
  color32_s local_18;
  color32_s local_14;
  color32_s local_10;
  
  V_StringToIntArray((int *)local_1c,4,param_2);
  *param_1 = local_1c[0];
  param_1[1] = local_18;
  param_1[2] = local_14;
  param_1[3] = local_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)