L L4D2node

AddDamageTypeToString

0x00996ff0 · 95 bytes · __regparm3

_ZL21AddDamageTypeToStringPciiiPKcPb.part.4.constprop.965

Decompiled

undefined (6 params)

/* AddDamageTypeToString(char*, int, int, int, char const*, bool*) [clone .part.4] [clone
   .constprop.965] */

void __regparm3
AddDamageTypeToString(char *param_1,int param_2,int param_3,int param_4,char *param_5,bool *param_6)

{
  if (*(char *)param_3 == '\0') {
    V_strncat(param_1,"|",0x100,-1);
  }
  V_strncat(param_1,(char *)param_2,0x100,-1);
  *(undefined1 *)param_3 = 0;
  return;
}

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)