V_UCS2ToUnicode
0x0025dfb0 · 158 bytes · __cdecl
_Z15V_UCS2ToUnicodePKtPwi
Decompiled
undefined (3 params)
/* V_UCS2ToUnicode(unsigned short const*, wchar_t*, int) */
int V_UCS2ToUnicode(ushort *param_1,wchar_t *param_2,int param_3)
{
iconv_t __cd;
size_t sVar1;
int iVar2;
size_t local_2c;
size_t local_28;
ushort *local_24;
wchar_t *local_20 [4];
*param_2 = L'\0';
__cd = iconv_open("UCS-4LE","UCS-2LE");
local_2c = param_3;
local_28 = param_3;
local_20[0] = param_2;
local_24 = param_1;
if (__cd == (iconv_t)0x0) {
iVar2 = -1;
}
else {
sVar1 = iconv(__cd,(char **)&local_24,&local_2c,(char **)local_20,&local_28);
iconv_close(__cd);
iVar2 = param_3;
if ((int)sVar1 < 0) {
iVar2 = 0;
}
}
*(undefined4 *)((int)param_2 + ((param_3 & 0xfffffffcU) - 4)) = 0;
return iVar2;
}
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.