L L4D2node

V_wcsncat

0x0025d800 · 105 bytes · __cdecl

_Z9V_wcsncatPwPKwji

Decompiled

undefined (4 params)

/* V_wcsncat(wchar_t*, wchar_t const*, unsigned int, int) */

wchar_t * V_wcsncat(wchar_t *param_1,wchar_t *param_2,uint param_3,int param_4)

{
  size_t sVar1;
  size_t __n;
  wchar_t *pwVar2;
  
  sVar1 = wcslen(param_1);
  __n = wcslen(param_2);
  if ((-1 < param_4) && (param_4 < (int)__n)) {
    __n = param_4;
  }
  if (param_3 <= __n + sVar1) {
    __n = (param_3 - 1) - sVar1;
  }
  if (0 < (int)__n) {
    pwVar2 = wcsncat(param_1,param_2,__n);
    return pwVar2;
  }
  return param_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)