L L4D2node

CSoundParametersInternal::ChannelToString

0x00599340 · 82 bytes · __thiscall

_ZNK24CSoundParametersInternal15ChannelToStringEv

Decompiled

undefined (1 param)

/* CSoundParametersInternal::ChannelToString() const */

undefined1 * __thiscall CSoundParametersInternal::ChannelToString(CSoundParametersInternal *this)

{
  uint *puVar1;
  
  puVar1 = &g_pChannelNames;
  do {
    if ((uint)*(ushort *)(this + 0x16) == *puVar1) {
      return (undefined1 *)puVar1[1];
    }
    puVar1 = puVar1 + 2;
  } while (puVar1 != (uint *)&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",(uint)*(ushort *)(this + 0x16));
  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)