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 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.