ConvertToInternalCharacter
0x0051f410 · 74 bytes · __cdecl
_Z26ConvertToInternalCharacter21SurvivorCharacterType
Decompiled
undefined (1 param)
/* ConvertToInternalCharacter(SurvivorCharacterType) */
int ConvertToInternalCharacter(int param_1)
{
int iVar1;
iVar1 = CTerrorGameRules::FastGetSurvivorSet();
if (iVar1 == 1) {
if (param_1 == 5) {
param_1 = 1;
}
else if (param_1 < 6) {
if (param_1 == 4) {
return 0;
}
}
else {
if (param_1 == 6) {
return 3;
}
if (param_1 == 7) {
return 2;
}
}
}
return param_1;
}
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.