L L4D2node

V_strncasecmp

0x0025cb00 · 96 bytes · __cdecl

_Z13V_strncasecmpPKcS0_i

Decompiled

undefined (3 params)

/* V_strncasecmp(char const*, char const*, int) */

int V_strncasecmp(char *param_1,char *param_2,int param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  do {
    if (param_3 - iVar3 < 1) {
      return 0;
    }
    iVar1 = (int)param_1[iVar3];
    iVar2 = (int)param_2[iVar3];
    if (iVar1 != iVar2) {
      if (iVar1 - 0x61U < 0x1a) {
        iVar1 = iVar1 + -0x20;
      }
      if (iVar2 - 0x61U < 0x1a) {
        iVar2 = iVar2 + -0x20;
      }
      if (iVar1 != iVar2) {
        return (uint)(iVar2 <= iVar1) * 2 + -1;
      }
    }
    iVar3 = iVar3 + 1;
    if (iVar1 == 0) {
      return 0;
    }
  } 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)