L L4D2node

CTakeDamageInfo::DebugGetDamageTypeString

0x004c88e0 · 168 bytes · __cdecl

_ZN15CTakeDamageInfo24DebugGetDamageTypeStringEjPci

Decompiled

undefined (3 params)

/* CTakeDamageInfo::DebugGetDamageTypeString(unsigned int, char*, int) */

void CTakeDamageInfo::DebugGetDamageTypeString(uint param_1,char *param_2,int param_3)

{
  bool bVar1;
  int iVar2;
  int iVar3;
  
  if (param_1 == 0) {
    iVar3 = V_snprintf(param_2,param_3,"%s","GENERIC");
    param_2 = param_2 + iVar3;
    param_3 = param_3 - iVar3;
  }
  iVar3 = 1;
  do {
    while( true ) {
      if (param_3 < 1) {
        return;
      }
      if ((1 << ((char)iVar3 - 1U & 0x1f) & param_1) != 0) break;
      bVar1 = 0x1d < iVar3;
      iVar3 = iVar3 + 1;
      if (bVar1) {
        return;
      }
    }
    iVar2 = V_snprintf(param_2,param_3,"%s ",*(undefined4 *)(s_DamageTypeToStrTable + iVar3 * 4));
    param_3 = param_3 - iVar2;
    param_2 = param_2 + iVar2;
    bVar1 = iVar3 < 0x1e;
    iVar3 = iVar3 + 1;
  } while (bVar1);
  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)