L L4D2node

_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 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)