L L4D2node

RecvProxy_StringToString

0x000d49c0 · 76 bytes · __cdecl

_Z24RecvProxy_StringToStringPK14CRecvProxyDataPvS2_

Decompiled

undefined (3 params)

/* RecvProxy_StringToString(CRecvProxyData const*, void*, void*) */

void RecvProxy_StringToString(CRecvProxyData *param_1,void *param_2,void *param_3)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  if (0 < *(int *)(*(int *)param_1 + 0xc)) {
    cVar1 = **(char **)(param_1 + 4);
    *(char *)param_3 = cVar1;
    if (cVar1 != '\0') {
      iVar2 = 0;
      do {
        iVar2 = iVar2 + 1;
        iVar3 = *(int *)(*(int *)param_1 + 0xc);
        if (iVar3 <= iVar2) goto LAB_000d4a02;
        cVar1 = *(char *)(*(int *)(param_1 + 4) + iVar2);
        *(char *)((int)param_3 + iVar2) = cVar1;
      } while (cVar1 != '\0');
    }
    iVar3 = *(int *)(*(int *)param_1 + 0xc);
LAB_000d4a02:
    *(undefined1 *)((int)param_3 + iVar3 + -1) = 0;
  }
  return;
}

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)