L L4D2node

GetResponseName

0x005b1970 · 128 bytes · __cdecl

_Z15GetResponseNameP13CTerrorPlayer

Decompiled

undefined (1 param)

/* GetResponseName(CTerrorPlayer*) */

undefined1 * GetResponseName(CTerrorPlayer *param_1)

{
  char cVar1;
  int iVar2;
  undefined1 *puVar3;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  cVar1 = IsASurvivorTeam(iVar2);
  if (cVar1 == '\0') {
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if (iVar2 == 3) {
      (**(code **)(*(int *)param_1 + 0x544))(param_1);
      puVar3 = (undefined1 *)ZombieClassName();
      return puVar3;
    }
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    cVar1 = IsASurvivorTeam(iVar2);
    if (cVar1 == '\0') {
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(param_1 + 0x154) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(param_1 + 0x154);
      }
      return puVar3;
    }
  }
  puVar3 = (undefined1 *)SurvivorCharacterName();
  return puVar3;
}

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)