GetZombieClassFromName
0x0051f2b0 · 301 bytes · __cdecl
_Z22GetZombieClassFromNamePKc
Decompiled
undefined (1 param)
/* GetZombieClassFromName(char const*) */
int GetZombieClassFromName(char *param_1)
{
int iVar1;
int iVar2;
iVar1 = _V_stricmp("Tank",param_1);
iVar2 = 8;
if (iVar1 != 0) {
iVar1 = _V_stricmp("Spitter",param_1);
iVar2 = 4;
if (iVar1 != 0) {
iVar1 = _V_stricmp("Hunter",param_1);
iVar2 = 3;
if (iVar1 != 0) {
iVar1 = _V_stricmp("Infected",param_1);
iVar2 = 0;
if (iVar1 != 0) {
iVar1 = _V_stricmp("Witch",param_1);
iVar2 = 7;
if (iVar1 != 0) {
iVar1 = _V_stricmp("Boomer",param_1);
if ((iVar1 != 0) && (iVar1 = _V_stricmp("Exploding",param_1), iVar1 != 0)) {
iVar1 = _V_stricmp("Smoker",param_1);
if ((iVar1 != 0) && (iVar1 = _V_stricmp("Gas",param_1), iVar1 != 0)) {
iVar1 = _V_stricmp("Charger",param_1);
if (iVar1 == 0) {
return 6;
}
iVar1 = _V_stricmp("Jockey",param_1);
return (-(uint)(iVar1 == 0) & 0xfffffffc) + 9;
}
return 1;
}
iVar2 = 2;
}
}
}
}
}
return iVar2;
}
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.