L L4D2node

TerrorAward::GetResponseNameFromType

0x004e7b00 · 28 bytes · __cdecl

_ZN11TerrorAward23GetResponseNameFromTypeE9AwardType

Decompiled

undefined (1 param)

/* TerrorAward::GetResponseNameFromType(AwardType) */

undefined1 * TerrorAward::GetResponseNameFromType(int param_1)

{
  undefined1 *puVar1;
  
  puVar1 = &DAT_00d539c2;
  if (param_1 - 0x42U < 0x24) {
    puVar1 = *(undefined1 **)(CSWTCH_783 + (param_1 - 0x42U) * 4);
  }
  return puVar1;
}

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)