GCSDK::PchMsgNameFromEMsg
0x00070cb0 · 52 bytes · __cdecl
_ZN5GCSDK18PchMsgNameFromEMsgEj
Decompiled
undefined (1 param)
/* GCSDK::PchMsgNameFromEMsg(unsigned int) */
char * GCSDK::PchMsgNameFromEMsg(uint param_1)
{
char *local_10 [3];
local_10[0] = "Unknown";
CMessageList::GetMessage((CMessageList *)g_theMessageList,param_1,local_10,1);
return local_10[0];
}
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.