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 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.