L L4D2node

StripTabsAndReturns

0x001283b0 · 81 bytes · __regparm3

_ZL19StripTabsAndReturnsPKcPci.constprop.49

Decompiled

undefined (3 params)

/* StripTabsAndReturns(char const*, char*, int) [clone .constprop.49] */

char * __regparm3 StripTabsAndReturns(char *param_1,char *param_2,int param_3)

{
  char cVar1;
  char *pcVar2;
  
  *param_2 = '\0';
  pcVar2 = param_2;
  while( true ) {
    cVar1 = *param_1;
    if ((cVar1 == '\0') || (0x7e < (int)pcVar2 - (int)param_2)) break;
    if ((cVar1 == '\r') || ((byte)(cVar1 - 9U) < 2)) {
      *pcVar2 = ' ';
    }
    else {
      if (cVar1 == '\"') {
        cVar1 = '\'';
      }
      *pcVar2 = cVar1;
    }
    pcVar2 = pcVar2 + 1;
    param_1 = param_1 + 1;
  }
  *pcVar2 = '\0';
  return param_2;
}

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)