GetCharacterFromName
0x0051f560 · 418 bytes · __cdecl
_Z20GetCharacterFromNamePKc
Decompiled
undefined (1 param)
/* GetCharacterFromName(char const*) */
undefined4 GetCharacterFromName(char *param_1)
{
int iVar1;
iVar1 = _V_stricmp("Coach",param_1);
if (iVar1 == 0) {
return 2;
}
iVar1 = _V_stricmp("Mechanic",param_1);
if ((iVar1 == 0) || (iVar1 = _V_stricmp("Ellis",param_1), iVar1 == 0)) {
return 3;
}
iVar1 = _V_stricmp("Gambler",param_1);
if ((iVar1 == 0) || (iVar1 = _V_stricmp("Nick",param_1), iVar1 == 0)) {
return 0;
}
iVar1 = _V_stricmp("Producer",param_1);
if ((iVar1 == 0) || (iVar1 = _V_stricmp("Rochelle",param_1), iVar1 == 0)) {
return 1;
}
iVar1 = _V_stricmp("NamVet",param_1);
if ((iVar1 != 0) && (iVar1 = _V_stricmp("Bill",param_1), iVar1 != 0)) {
iVar1 = _V_stricmp("TeenGirl",param_1);
if (((iVar1 == 0) || (iVar1 = _V_stricmp("Zoey",param_1), iVar1 == 0)) ||
(iVar1 = _V_stricmp("TeenAngst",param_1), iVar1 == 0)) {
return 5;
}
iVar1 = _V_stricmp("Biker",param_1);
if ((iVar1 == 0) || (iVar1 = _V_stricmp("Francis",param_1), iVar1 == 0)) {
return 6;
}
iVar1 = _V_stricmp("Manager",param_1);
if ((iVar1 != 0) && (iVar1 = _V_stricmp("Louis",param_1), iVar1 != 0)) {
return 8;
}
return 7;
}
return 4;
}
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.