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 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.