CDirector::PlayerAvatarUnpack
0x00872ee0 · 274 bytes · __thiscall
_ZN9CDirector18PlayerAvatarUnpackEP9KeyValuesRiR21SurvivorCharacterType
Decompiled
undefined (4 params)
/* CDirector::PlayerAvatarUnpack(KeyValues*, int&, SurvivorCharacterType&) */
void __thiscall
CDirector::PlayerAvatarUnpack
(CDirector *this,KeyValues *param_1,int *param_2,SurvivorCharacterType *param_3)
{
char *pcVar1;
long lVar2;
int iVar3;
undefined4 uVar4;
*param_2 = 0;
*(undefined4 *)param_3 = 8;
if (param_1 == (KeyValues *)0x0) {
return;
}
pcVar1 = (char *)KeyValues::GetString(param_1,"team","");
lVar2 = strtol(pcVar1,(char **)0x0,10);
*param_2 = lVar2;
if (lVar2 == 0) {
if ((pcVar1 == "Survivor") || (iVar3 = _V_stricmp(pcVar1,"Survivor"), iVar3 == 0)) {
*param_2 = 2;
}
else if ((pcVar1 == "Infected") || (iVar3 = _V_stricmp(pcVar1,"Infected"), iVar3 == 0)) {
*param_2 = 3;
}
else if ((pcVar1 == "Spectator") || (iVar3 = _V_stricmp(pcVar1,"Spectator"), iVar3 == 0)) {
*param_2 = 1;
}
}
pcVar1 = (char *)KeyValues::GetString(param_1,"avatar","");
if (*pcVar1 == '\0') {
return;
}
uVar4 = GetCharacterFromName(pcVar1);
*(undefined4 *)param_3 = uVar4;
return;
}
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.