L L4D2node

Info_RemoveKey

0x002017a0 · 270 bytes · __regparm3

_Z14Info_RemoveKeyPcPKc.part.19

Decompiled

undefined (2 params)

/* Info_RemoveKey(char*, char const*) [clone .part.19] */

void __regparm3 Info_RemoveKey(char *param_1,char *param_2)

{
  int iVar1;
  size_t sVar2;
  char cVar3;
  char *pcVar4;
  char *pcVar5;
  char *pcVar6;
  int in_GS_OFFSET;
  char local_1020 [2048];
  char local_820 [2048];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  cVar3 = *param_1;
  pcVar6 = param_1;
  if (cVar3 == '\\') goto LAB_00201865;
LAB_002017c7:
  if (cVar3 == '\0') {
LAB_002018a0:
    if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
      __stack_chk_fail();
    }
    return;
  }
  pcVar4 = local_1020;
  while( true ) {
    pcVar5 = pcVar4 + 1;
    param_1 = param_1 + 1;
    *pcVar4 = cVar3;
    cVar3 = *param_1;
    if (cVar3 == '\\') break;
    pcVar4 = pcVar5;
    if (cVar3 == '\0') goto LAB_002018a0;
  }
  do {
    cVar3 = param_1[1];
    *pcVar5 = '\0';
    pcVar4 = local_820;
    param_1 = param_1 + 1;
    if ((cVar3 != '\\') && (pcVar5 = pcVar4, cVar3 != '\0')) {
      do {
        pcVar4 = pcVar5 + 1;
        param_1 = param_1 + 1;
        *pcVar5 = cVar3;
        cVar3 = *param_1;
        if (cVar3 == '\0') break;
        pcVar5 = pcVar4;
      } while (cVar3 != '\\');
    }
    *pcVar4 = '\0';
    iVar1 = _V_strcmp(param_2,local_1020);
    if (iVar1 == 0) {
      sVar2 = strlen(param_1);
      _V_memmove(pcVar6,param_1,sVar2 + 1);
      goto LAB_002018a0;
    }
    cVar3 = *param_1;
    if (cVar3 == '\0') goto LAB_002018a0;
    pcVar6 = param_1;
    if (cVar3 != '\\') goto LAB_002017c7;
LAB_00201865:
    cVar3 = pcVar6[1];
    param_1 = pcVar6 + 1;
    if (cVar3 != '\\') goto LAB_002017c7;
    pcVar5 = local_1020;
  } while( true );
}

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)