L L4D2node

ChannelToString

0x00598ac0 · 74 bytes · __cdecl

_Z15ChannelToStringi

Decompiled

undefined (1 param)

/* ChannelToString(int) */

undefined1 * ChannelToString(int param_1)

{
  int *piVar1;
  
  piVar1 = &g_pChannelNames;
  do {
    if (*piVar1 == param_1) {
      return (undefined1 *)piVar1[1];
    }
    piVar1 = piVar1 + 2;
  } while (piVar1 != (int *)&CUtlRBTree<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                             ::Links(unsigned_short)::s_Sentinel);
  V_snprintf(ChannelToString(int)::sz,0x20,"%i",param_1);
  return ChannelToString(int)::sz;
}

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)