CaselessStringLessThanIgnoreSlashes
0x000f3fb0 · 213 bytes · __cdecl
_Z35CaselessStringLessThanIgnoreSlashesRKPKcS2_
Decompiled
undefined (2 params)
/* CaselessStringLessThanIgnoreSlashes(char const* const&, char const* const&) */
char * CaselessStringLessThanIgnoreSlashes(char **param_1,char **param_2)
{
char *pcVar1;
char cVar2;
bool bVar3;
undefined3 uVar6;
char *pcVar5;
char cVar7;
char *pcVar4;
pcVar1 = *param_1;
pcVar5 = *param_2;
cVar2 = *pcVar1;
if (cVar2 != '\0') {
cVar7 = *pcVar5;
pcVar4 = pcVar5;
while( true ) {
if (cVar7 == '\0') {
return (char *)0x0;
}
uVar6 = (undefined3)((uint)pcVar4 >> 8);
bVar3 = cVar2 == '\\' || cVar2 == '/';
pcVar4 = (char *)CONCAT31(uVar6,bVar3);
if (bVar3) {
if ((cVar7 != '\\') && (cVar7 != '/')) {
return (char *)CONCAT31(uVar6,'/' < cVar7);
}
}
else {
if ((byte)(cVar2 + 0x9fU) < 0x1a) {
cVar2 = cVar2 + -0x20;
}
if ((byte)(cVar7 + 0x9fU) < 0x1a) {
cVar7 = cVar7 + -0x20;
}
if (cVar7 < cVar2) {
return pcVar4;
}
if (cVar2 < cVar7) {
return &DAT_00000001;
}
}
pcVar1 = pcVar1 + 1;
pcVar5 = pcVar5 + 1;
cVar2 = *pcVar1;
if (cVar2 == '\0') break;
cVar7 = *pcVar5;
}
}
return (char *)CONCAT31((int3)((uint)pcVar5 >> 8),*pcVar5 != '\0');
}
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.