StringAfterPrefixCaseSensitive
0x0025cc00 · 35 bytes · __cdecl
_Z30StringAfterPrefixCaseSensitivePKcS0_
Decompiled
undefined (2 params)
/* StringAfterPrefixCaseSensitive(char const*, char const*) */
char * StringAfterPrefixCaseSensitive(char *param_1,char *param_2)
{
char cVar1;
char cVar2;
do {
cVar2 = *param_2;
if (cVar2 == '\0') {
return param_1;
}
param_2 = param_2 + 1;
cVar1 = *param_1;
param_1 = param_1 + 1;
} while (cVar2 == cVar1);
return (char *)0x0;
}
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.