L L4D2node

VOX_InsertWords

0x000f0a10 · 116 bytes · __cdecl

_Z15VOX_InsertWordsiiPcS_S_

Decompiled

undefined (5 params)

/* VOX_InsertWords(int, int, char*, char*, char*) */

void VOX_InsertWords(int param_1,int param_2,char *param_3,char *param_4,char *param_5)

{
  int iVar1;
  int iVar2;
  
  if (param_2 != 0) {
    if ((param_2 + -1 != 0) && (iVar2 = param_2 + -1 + param_1, iVar2 < 0x1f)) {
      iVar1 = 0x1f;
      do {
        (&rgpparseword)[iVar1] = (&DAT_00350544)[iVar1 - param_2];
        iVar1 = iVar1 + -1;
      } while (iVar1 != iVar2);
    }
    (&rgpparseword)[param_1] = param_3;
    if ((param_2 - 2U < 2) && ((&DAT_00350544)[param_1] = param_4, param_2 == 3)) {
      (&DAT_00350548)[param_1] = param_5;
      return;
    }
  }
  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)