L L4D2node

WeaponNameToIDForStats

0x008de9d0 · 289 bytes · __regparm3

_ZL22WeaponNameToIDForStatsP13CTerrorPlayerPKc

Decompiled

undefined (2 params)

/* WeaponNameToIDForStats(CTerrorPlayer*, char const*) */

int __regparm3 WeaponNameToIDForStats(CTerrorPlayer *param_1,char *param_2)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  CTerrorMeleeWeapon *this;
  byte *pbVar4;
  byte *pbVar5;
  bool bVar6;
  bool bVar7;
  byte bVar8;
  
  bVar8 = 0;
  if (param_2 == (char *)0x0) {
    return -1;
  }
  if (param_1 == (CTerrorPlayer *)0x0) {
    return -1;
  }
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if (iVar1 == 3) {
    return -1;
  }
  if (param_1[0x33bc] != (CTerrorPlayer)0x0) {
    return 0x13;
  }
  iVar1 = _V_stricmp("prop_minigun",param_2);
  if (iVar1 == 0) {
    return 0x13;
  }
  iVar1 = _V_stricmp("prop_minigun_l4d1",param_2);
  bVar6 = false;
  if (iVar1 == 0) {
    return 0x13;
  }
  iVar1 = 7;
  bVar7 = false;
  pbVar4 = (byte *)param_2;
  pbVar5 = (byte *)"weapon_";
  do {
    if (iVar1 == 0) break;
    iVar1 = iVar1 + -1;
    bVar6 = *pbVar4 < *pbVar5;
    bVar7 = *pbVar4 == *pbVar5;
    pbVar4 = pbVar4 + (uint)bVar8 * -2 + 1;
    pbVar5 = pbVar5 + (uint)bVar8 * -2 + 1;
  } while (bVar7);
  if ((!bVar6 && !bVar7) == bVar6) {
    param_2 = param_2 + 7;
  }
  iVar1 = _V_stricmp("melee",param_2);
  if ((((iVar1 == 0) && (iVar1 = CTerrorPlayer::GetActiveTerrorWeapon(param_1), iVar1 != 0)) &&
      (this = (CTerrorMeleeWeapon *)
              __dynamic_cast(iVar1,&CBaseCombatWeapon::typeinfo,&CTerrorMeleeWeapon::typeinfo,0),
      this != (CTerrorMeleeWeapon *)0x0)) &&
     (iVar1 = CTerrorMeleeWeapon::GetMeleeWeaponInfo(this), iVar1 != 0)) {
    param_2 = (char *)(iVar1 + 0xc50);
  }
  else if (param_2 == (char *)0x0) {
    return -1;
  }
  iVar1 = 0;
  pcVar2 = "pistol";
  do {
    iVar3 = _V_stricmp(pcVar2,param_2);
    if (iVar3 == 0) {
      return iVar1;
    }
    iVar1 = iVar1 + 1;
    pcVar2 = *(char **)(L4D_WEAPON_STATS::WeaponStatsTitle + iVar1 * 4);
  } while (pcVar2 != (char *)0x0);
  return -1;
}

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)