_V_wcscmp
0x0025c8a0 · 58 bytes · __cdecl
_Z9_V_wcscmpPKwS0_
Decompiled
undefined (2 params)
/* _V_wcscmp(wchar_t const*, wchar_t const*) */
int _V_wcscmp(wchar_t *param_1,wchar_t *param_2)
{
wchar_t wVar1;
wchar_t wVar2;
wVar1 = *param_1;
wVar2 = *param_2;
if (wVar1 == wVar2) {
do {
if (wVar1 == L'\0') {
return 0;
}
param_1 = param_1 + 1;
param_2 = param_2 + 1;
wVar1 = *param_1;
wVar2 = *param_2;
} while (wVar1 == wVar2);
}
return (uint)(wVar2 <= wVar1) * 2 + -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.