CTerrorPlayer::GetCharacterDisplayName
0x004f5110 · 73 bytes · __thiscall
_ZN13CTerrorPlayer23GetCharacterDisplayNameEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetCharacterDisplayName() */
void __thiscall CTerrorPlayer::GetCharacterDisplayName(CTerrorPlayer *this)
{
char cVar1;
int iVar2;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
cVar1 = IsASurvivorTeam(iVar2);
if (cVar1 == '\0') {
(**(code **)(*(int *)this + 0x544))(this);
ZombieClassName();
return;
}
SurvivorCharacterDisplayName();
return;
}
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.