L L4D2node

SurvivorCharacterDisplayName

0x0051f500 · 38 bytes · __cdecl

_Z28SurvivorCharacterDisplayName21SurvivorCharacterType

Decompiled

undefined (1 param)

/* SurvivorCharacterDisplayName(SurvivorCharacterType) */

char * SurvivorCharacterDisplayName(undefined4 param_1)

{
  uint uVar1;
  char *pcVar2;
  
  uVar1 = ConvertToExternalCharacter(param_1);
  pcVar2 = "Survivor";
  if (uVar1 < 8) {
    pcVar2 = *(char **)(CSWTCH_2371 + uVar1 * 4);
  }
  return pcVar2;
}

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)