ActivityList_NameForIndex
0x003ed8f0 · 91 bytes · __cdecl
_Z25ActivityList_NameForIndexi
Decompiled
undefined (1 param)
/* ActivityList_NameForIndex(int) */
undefined4 ActivityList_NameForIndex(int param_1)
{
undefined4 uVar1;
int iVar2;
int *piVar3;
if (DAT_00f72d70 < 1) {
return 0;
}
piVar3 = g_ActivityList;
if (param_1 != *g_ActivityList) {
iVar2 = 0;
do {
piVar3 = piVar3 + 2;
iVar2 = iVar2 + 1;
if (iVar2 == DAT_00f72d70) {
return 0;
}
} while (param_1 != *piVar3);
}
uVar1 = CStringRegistry::GetStringForKey
((CStringRegistry *)&g_ActivityStrings,*(ushort *)(piVar3 + 1));
return uVar1;
}
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.