L L4D2node

ClassnameToWeaponID

0x0043f8d0 · 72 bytes · __cdecl

_Z19ClassnameToWeaponIDPKc

Decompiled

undefined (1 param)

/* ClassnameToWeaponID(char const*) */

int ClassnameToWeaponID(char *param_1)

{
  char *pcVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  
  pcVar2 = "none";
  iVar4 = 0;
  pcVar1 = param_1;
  while( true ) {
    if (pcVar1 == (char *)0x0) {
      return 0;
    }
    iVar3 = V_stristr(param_1,pcVar2);
    if (iVar3 != 0) break;
    iVar4 = iVar4 + 1;
    pcVar2 = *(char **)(s_WeaponAliasInfo + iVar4 * 4);
    pcVar1 = pcVar2;
  }
  return iVar4;
}

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)