L L4D2node

V_UnicodeToUCS2

0x0025e060 · 128 bytes · __cdecl

_Z15V_UnicodeToUCS2PKwiPci

Decompiled

undefined (4 params)

/* V_UnicodeToUCS2(wchar_t const*, int, char*, int) */

uint V_UnicodeToUCS2(wchar_t *param_1,int param_2,char *param_3,int param_4)

{
  iconv_t __cd;
  size_t sVar1;
  uint uVar2;
  size_t local_2c;
  size_t local_28;
  wchar_t *local_24;
  char *local_20 [4];
  
  __cd = iconv_open("UCS-2LE","UTF-32LE");
  local_2c = param_2;
  local_28 = param_4;
  local_24 = param_1;
  local_20[0] = param_3;
  uVar2 = 0xffffffff;
  if (__cd != (iconv_t)0x0) {
    sVar1 = iconv(__cd,(char **)&local_24,&local_2c,local_20,&local_28);
    iconv_close(__cd);
    uVar2 = 0;
    if (-1 < (int)sVar1) {
      uVar2 = (uint)param_2 >> 2;
    }
  }
  return uVar2;
}

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)