struct StringTableCell
{
const char *string;
int hash;
};
struct StringTable
{
const char *name;
int columnCount;
int rowCount;
StringTableCell *values;
short *cellIndex;
};
#define ui_mapname 0x1C4B120
#define ui_gametype 0x1C4B168
0x370D9C - const char * UI_SafeTranslateString(const char *reference);
0x3D31CC - void StringTable_GetAsset(const char *filename, StringTable **tablePtr);
0x3D2A40 - const char * StringTable_Lookup(StringTable *table, const int comparisonColumn, const char *value, const int valueColumn);
0x3D2AF4 - const char * StringTable_Lookup2(StringTable *table, const int comparisonColumn1, const char *value1, const int comparisonColumn2, const char *value2, const int valueColumn);
0x3E58B0 - int va(const char *format, ...);
0x31A080 - bool GetGameMode(); // i don't know the function name as it's not in any .pdb, anyways it detects whether your in mp or zm
0x3DAE50 - const char * Dvar_GetString(int dvarPointer); // all Dvar_X are int pointer on BOII no longer string like all other cods
StringTable *gameTypeTable;
const char * UI_GetGameTypeName()
{
const char * filename;
if (GetGameMode())
filename = "zm/gametypesTable.csv";
else
filename = "mp/gametypesTable.csv";
StringTable_GetAsset(filename, &gameTypeTable);
return UI_SafeTranslateString(StringTable_Lookup2(gameTypeTable, 0, (const char *)va("%d", 0), 1, Dvar_GetString(*(int*)ui_gametype), 2));
}
StringTable *mapTable;
const char * UI_GetMapName()
{
const char * filename;
if (GetGameMode())
filename = "zm/mapsTable.csv";
else
filename = "mp/mapsTable.csv";
StringTable_GetAsset(filename, &mapTable);
return UI_SafeTranslateString(StringTable_Lookup(mapTable, 0, Dvar_GetString(*(int*)ui_mapname), 3));
}
struct StringTableCell
{
const char *string;
int hash;
};
struct StringTable
{
const char *name;
int columnCount;
int rowCount;
StringTableCell *values;
short *cellIndex;
};
#define ui_mapname 0x1C4B120
#define ui_gametype 0x1C4B168
0x370D9C - const char * UI_SafeTranslateString(const char *reference);
0x3D31CC - void StringTable_GetAsset(const char *filename, StringTable **tablePtr);
0x3D2A40 - const char * StringTable_Lookup(StringTable *table, const int comparisonColumn, const char *value, const int valueColumn);
0x3D2AF4 - const char * StringTable_Lookup2(StringTable *table, const int comparisonColumn1, const char *value1, const int comparisonColumn2, const char *value2, const int valueColumn);
0x3E58B0 - int va(const char *format, ...);
0x31A080 - bool GetGameMode(); // i don't know the function name as it's not in any .pdb, anyways it detects whether your in mp or zm
0x3DAE50 - const char * Dvar_GetString(int dvarPointer); // all Dvar_X are int pointer on BOII no longer string like all other cods
StringTable *gameTypeTable;
const char * UI_GetGameTypeName()
{
const char * filename;
if (GetGameMode())
filename = "zm/gametypesTable.csv";
else
filename = "mp/gametypesTable.csv";
StringTable_GetAsset(filename, &gameTypeTable);
return UI_SafeTranslateString(StringTable_Lookup2(gameTypeTable, 0, (const char *)va("%d", 0), 1, Dvar_GetString(*(int*)ui_gametype), 2));
}
StringTable *mapTable;
const char * UI_GetMapName()
{
const char * filename;
if (GetGameMode())
filename = "zm/mapsTable.csv";
else
filename = "mp/mapsTable.csv";
StringTable_GetAsset(filename, &mapTable);
return UI_SafeTranslateString(StringTable_Lookup(mapTable, 0, Dvar_GetString(*(int*)ui_mapname), 3));
}
struct StringTableCell
{
const char *string;
int hash;
};
struct StringTable
{
const char *name;
int columnCount;
int rowCount;
StringTableCell *values;
short *cellIndex;
};
#define ui_mapname 0x1C4B120
#define ui_gametype 0x1C4B168
0x370D9C - const char * UI_SafeTranslateString(const char *reference);
0x3D31CC - void StringTable_GetAsset(const char *filename, StringTable **tablePtr);
0x3D2A40 - const char * StringTable_Lookup(StringTable *table, const int comparisonColumn, const char *value, const int valueColumn);
0x3D2AF4 - const char * StringTable_Lookup2(StringTable *table, const int comparisonColumn1, const char *value1, const int comparisonColumn2, const char *value2, const int valueColumn);
0x3E58B0 - int va(const char *format, ...);
0x31A080 - bool GetGameMode(); // i don't know the function name as it's not in any .pdb, anyways it detects whether your in mp or zm
0x3DAE50 - const char * Dvar_GetString(int dvarPointer); // all Dvar_X are int pointer on BOII no longer string like all other cods
StringTable *gameTypeTable;
const char * UI_GetGameTypeName()
{
const char * filename;
if (GetGameMode())
filename = "zm/gametypesTable.csv";
else
filename = "mp/gametypesTable.csv";
StringTable_GetAsset(filename, &gameTypeTable);
return UI_SafeTranslateString(StringTable_Lookup2(gameTypeTable, 0, (const char *)va("%d", 0), 1, Dvar_GetString(*(int*)ui_gametype), 2));
}
StringTable *mapTable;
const char * UI_GetMapName()
{
const char * filename;
if (GetGameMode())
filename = "zm/mapsTable.csv";
else
filename = "mp/mapsTable.csv";
StringTable_GetAsset(filename, &mapTable);
return UI_SafeTranslateString(StringTable_Lookup(mapTable, 0, Dvar_GetString(*(int*)ui_mapname), 3));
}
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