L L4D2node

V_strnistr

0x0025d390 · 310 bytes · __cdecl

_Z10V_strnistrPKcS0_i

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  char cVar2;
  char cVar3;
  int iVar4;
  char cVar5;
  char *local_20;
  int local_14;
  
  if ((((param_1 != (char *)0x0) && (param_2 != (char *)0x0)) && (cVar5 = *param_1, cVar5 != '\0'))
     && (0 < param_3)) {
    cVar3 = *param_2;
    if ((byte)(cVar3 + 0xbfU) < 0x1a) {
      cVar3 = cVar3 + ' ';
    }
    do {
      local_20 = param_1 + 1;
      iVar4 = param_3 + -1;
      cVar1 = cVar5 + ' ';
      if (0x19 < (byte)(cVar5 + 0xbfU)) {
        cVar1 = cVar5;
      }
      if (cVar1 == cVar3) {
        cVar1 = param_2[1];
        if (cVar1 == '\0') {
          return param_1;
        }
        if (iVar4 == 0) {
          return (char *)0x0;
        }
        cVar5 = *local_20;
        if (cVar5 == '\0') {
          return (char *)0x0;
        }
        local_14 = 0;
        cVar2 = cVar5;
        while( true ) {
          if ((byte)(cVar2 + 0xbfU) < 0x1a) {
            cVar2 = cVar2 + ' ';
          }
          if ((byte)(cVar1 + 0xbfU) < 0x1a) {
            cVar1 = cVar1 + ' ';
          }
          if (cVar2 != cVar1) break;
          cVar1 = param_2[local_14 + 2];
          if (cVar1 == '\0') {
            return param_1;
          }
          if (local_14 == param_3 + -2) {
            return (char *)0x0;
          }
          local_14 = local_14 + 1;
          cVar2 = local_20[local_14];
          if (cVar2 == '\0') {
            return (char *)0x0;
          }
        }
      }
      else {
        cVar5 = *local_20;
        if (cVar5 == '\0') {
          return (char *)0x0;
        }
      }
      param_3 = iVar4;
      param_1 = local_20;
    } while (0 < iVar4);
  }
  return (char *)0x0;
}

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)