L L4D2node

GCSDK::PchNameFromEForeignKeyAction

0x00091ca0 · 52 bytes · __cdecl

_ZN5GCSDK28PchNameFromEForeignKeyActionENS_17EForeignKeyActionE

Decompiled

undefined (1 param)

/* GCSDK::PchNameFromEForeignKeyAction(GCSDK::EForeignKeyAction) */

char * GCSDK::PchNameFromEForeignKeyAction(int param_1)

{
  int iVar1;
  
  if (param_1 == 0) {
    iVar1 = 0;
  }
  else if (param_1 == 1) {
    iVar1 = 1;
  }
  else {
    if (param_1 != 2) {
      return "Unknown";
    }
    iVar1 = 2;
  }
  return (&PTR_s_NO_ACTION_000b64cc)[iVar1 * 2];
}

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)