L L4D2node

V_wcsncpy

0x0025d570 · 55 bytes · __cdecl

_Z9V_wcsncpyPwPKwi

Decompiled

undefined (3 params)

/* V_wcsncpy(wchar_t*, wchar_t const*, int) */

void V_wcsncpy(wchar_t *param_1,wchar_t *param_2,int param_3)

{
  uint __n;
  
  __n = (uint)param_3 >> 2;
  wcsncpy(param_1,param_2,__n);
  if (__n != 0) {
    param_1[__n - 1] = L'\0';
  }
  return;
}

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)