L L4D2node

GetCharacterFromModel

0x0099e700 · 241 bytes · __cdecl

_Z21GetCharacterFromModelPKc

Decompiled

undefined (1 param)

/* GetCharacterFromModel(char const*) */

void GetCharacterFromModel(char *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  int in_GS_OFFSET;
  char local_50 [4];
  undefined4 local_4c [15];
  int local_10;
  
  local_50[0] = '\0';
  local_50[1] = '\0';
  local_50[2] = '\0';
  local_50[3] = '\0';
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  puVar2 = local_4c;
  for (iVar1 = 0xf; iVar1 != 0; iVar1 = iVar1 + -1) {
    *puVar2 = 0;
    puVar2 = puVar2 + 1;
  }
  if (param_1 != (char *)0x0) {
    iVar1 = _V_strlen("models/survivors/survivor_");
    iVar1 = V_strncmp(param_1,"models/survivors/survivor_",iVar1);
    if (iVar1 == 0) {
      iVar1 = _V_strlen("models/survivors/survivor_");
      V_StrSlice(param_1,iVar1,-4,local_50,0x40);
      iVar1 = _V_stricmp(local_50,"TeenAngst");
      if (iVar1 == 0) {
        V_strncpy(local_50,"TeenGirl",0x40);
      }
      goto LAB_0099e79a;
    }
  }
  V_snprintf(local_50,0x40,"invalid");
LAB_0099e79a:
  GetCharacterFromName(local_50);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)