L L4D2node

Script_GetCharacterDisplayName

0x00b443d0 · 121 bytes · __cdecl

_ZL30Script_GetCharacterDisplayNameP9HSCRIPT__

Decompiled

undefined (1 param)

/* Script_GetCharacterDisplayName(HSCRIPT__*) */

undefined1 * Script_GetCharacterDisplayName(HSCRIPT__ *param_1)

{
  code *pcVar1;
  char cVar2;
  ScriptClassDesc_t *pSVar3;
  CBaseEntity *this;
  int iVar4;
  undefined1 *puVar5;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    this = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_1,pSVar3);
    if (this != (CBaseEntity *)0x0) {
      cVar2 = (**(code **)(*(int *)this + 0x16c))(this);
      if (cVar2 != '\0') {
        iVar4 = CBaseEntity::GetTeamNumber(this);
        if (iVar4 == 2) {
          puVar5 = (undefined1 *)SurvivorCharacterDisplayName();
          return puVar5;
        }
      }
    }
  }
  return &DAT_00d539c2;
}

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)