L L4D2node

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 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)