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 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.