CopyToMaxChars
0x0025c620 · 94 bytes · __regparm3
_ZL14CopyToMaxCharsPciPKci.part.0
Decompiled
undefined (4 params)
/* CopyToMaxChars(char*, int, char const*, int) [clone .part.0] */
undefined4 __regparm3 CopyToMaxChars(char *param_1,int param_2,char *param_3,int param_4)
{
int iVar1;
char cVar2;
cVar2 = *param_3;
if ((cVar2 != '\0') && (0 < param_4)) {
if (param_2 == 1) {
iVar1 = 0;
}
else {
iVar1 = 0;
do {
param_1[iVar1] = cVar2;
iVar1 = iVar1 + 1;
cVar2 = param_3[iVar1];
if ((cVar2 == '\0') || (iVar1 == param_4)) goto LAB_0025c656;
} while (iVar1 != param_2 + -1);
}
param_1[iVar1] = '\0';
return 0;
}
iVar1 = 0;
LAB_0025c656:
param_1[iVar1] = '\0';
return 1;
}
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.