L L4D2node

V_UCS2ToUTF8

0x0025e0e0 · 192 bytes · __cdecl

_Z12V_UCS2ToUTF8PKtPci

Decompiled

undefined (3 params)

/* V_UCS2ToUTF8(unsigned short const*, char*, int) */

size_t V_UCS2ToUTF8(ushort *param_1,char *param_2,int param_3)

{
  ushort *puVar1;
  iconv_t __cd;
  size_t sVar2;
  size_t sVar3;
  int iVar4;
  size_t local_2c;
  size_t local_28;
  ushort *local_24;
  char *local_20 [4];
  
  *param_2 = '\0';
  __cd = iconv_open("UTF-8","UCS-2LE");
  if (*param_1 == 0) {
    local_2c = 0;
  }
  else {
    iVar4 = 1;
    do {
      local_2c = iVar4 * 2;
      puVar1 = param_1 + iVar4;
      iVar4 = iVar4 + 1;
    } while (*puVar1 != 0);
  }
  local_24 = param_1;
  local_20[0] = param_2;
  sVar3 = 0xffffffff;
  if (__cd != (iconv_t)0x0) {
    local_28 = param_3 - 1U;
    sVar2 = iconv(__cd,(char **)&local_24,&local_2c,local_20,&local_28);
    param_2[(param_3 - 1U) - local_28] = '\0';
    iconv_close(__cd);
    sVar3 = 0;
    if (-1 < (int)sVar2) {
      sVar3 = local_28;
    }
  }
  param_2[param_3 + -1] = '\0';
  return sVar3;
}

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)