V_UTF8ToUnicode
0x0025dd20 · 179 bytes · __cdecl
_Z15V_UTF8ToUnicodePKcPwi
Decompiled
undefined (3 params)
/* V_UTF8ToUnicode(char const*, wchar_t*, int) */
size_t V_UTF8ToUnicode(char *param_1,wchar_t *param_2,int param_3)
{
iconv_t __cd;
size_t sVar1;
size_t sVar2;
size_t sVar3;
size_t local_2c;
size_t local_28;
char *local_24;
wchar_t *local_20 [4];
sVar3 = 0;
if (param_1 != (char *)0x0) {
*param_2 = L'\0';
__cd = iconv_open("UTF-32LE","UTF-8");
local_2c = param_3;
sVar1 = strlen(param_1);
local_24 = param_1;
local_20[0] = param_2;
sVar3 = 0xffffffff;
if (__cd != (iconv_t)0x0) {
local_28 = sVar1 + 1;
sVar2 = iconv(__cd,&local_24,&local_28,(char **)local_20,&local_2c);
iconv_close(__cd);
sVar3 = 0;
if (-1 < (int)sVar2) {
sVar3 = sVar1 + 1;
}
}
*(undefined4 *)((int)param_2 + ((param_3 & 0xfffffffcU) - 4)) = 0;
}
return sVar3;
}
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.