L L4D2node

ScriptStatusToStr

0x0080a2e0 · 28 bytes · __cdecl

_Z17ScriptStatusToStr14ScriptStatus_t

Decompiled

undefined (1 param)

/* ScriptStatusToStr(ScriptStatus_t) */

char * ScriptStatusToStr(int param_1)

{
  char *pcVar1;
  
  pcVar1 = "SCRIPT UNKNOWN STATUS";
  if (param_1 + 1U < 3) {
    pcVar1 = *(char **)(CSWTCH_1270 + (param_1 + 1U) * 4);
  }
  return pcVar1;
}

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)