L L4D2node

ParseStringToSwingDirection

0x005203e0 · 238 bytes · __cdecl

_Z27ParseStringToSwingDirectionPKc

Decompiled

undefined (1 param)

/* ParseStringToSwingDirection(char const*) */

int ParseStringToSwingDirection(char *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar1 = _V_stricmp(param_1,"N");
  iVar2 = 0;
  if (iVar1 != 0) {
    iVar1 = _V_stricmp(param_1,"S");
    iVar2 = 1;
    if (iVar1 != 0) {
      iVar1 = _V_stricmp(param_1,"E");
      iVar2 = 2;
      if (iVar1 != 0) {
        iVar1 = _V_stricmp(param_1,"W");
        iVar2 = 3;
        if (iVar1 != 0) {
          iVar1 = _V_stricmp(param_1,"NW");
          iVar2 = 7;
          if (iVar1 != 0) {
            iVar1 = _V_stricmp(param_1,"NE");
            iVar2 = 4;
            if (iVar1 != 0) {
              iVar1 = _V_stricmp(param_1,"SW");
              iVar2 = 6;
              if (iVar1 != 0) {
                iVar2 = _V_stricmp(param_1,"SE");
                iVar2 = (-(uint)(iVar2 == 0) & 6) - 1;
              }
            }
          }
        }
      }
    }
  }
  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)