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 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.