L L4D2node

CChangeDifficultyIssue::GetDetailsString

0x00a046f0 · 129 bytes · __thiscall

_ZN22CChangeDifficultyIssue16GetDetailsStringEv

Decompiled

undefined (1 param)

/* CChangeDifficultyIssue::GetDetailsString() */

char * __thiscall CChangeDifficultyIssue::GetDetailsString(CChangeDifficultyIssue *this)

{
  CChangeDifficultyIssue *pCVar1;
  int iVar2;
  char *pcVar3;
  
  pCVar1 = this + 0x44;
  iVar2 = _V_strcmp((char *)pCVar1,"Easy");
  pcVar3 = "#L4D_DifficultyEasy";
  if (iVar2 != 0) {
    iVar2 = _V_strcmp((char *)pCVar1,"Normal");
    pcVar3 = "#L4D_DifficultyNormal";
    if (iVar2 != 0) {
      iVar2 = _V_strcmp((char *)pCVar1,"Hard");
      pcVar3 = "#L4D_DifficultyHard";
      if (iVar2 != 0) {
        iVar2 = _V_strcmp((char *)pCVar1,"Impossible");
        pcVar3 = "#L4D_DifficultyImpossible";
        if (iVar2 != 0) {
          pcVar3 = "";
        }
      }
    }
  }
  return pcVar3;
}

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)