L L4D2node

V_FixupPathName

0x0025f1d0 · 139 bytes · __cdecl

_Z15V_FixupPathNamePcjPKc

Decompiled

undefined (3 params)

/* V_FixupPathName(char*, unsigned int, char const*) */

void V_FixupPathName(char *param_1,uint param_2,char *param_3)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  
  strncpy(param_1,param_3,param_2);
  if (0 < (int)param_2) {
    param_1[param_2 - 1] = '\0';
  }
  cVar1 = *param_1;
  pcVar3 = param_1;
  while (cVar1 != '\0') {
    if ((cVar1 == '/') || (cVar1 == '\\')) {
      *pcVar3 = '/';
    }
    pcVar3 = pcVar3 + 1;
    cVar1 = *pcVar3;
  }
  V_RemoveDotSlashes(param_1,'/');
  V_FixDoubleSlashes(param_1);
  cVar1 = *param_1;
  while( true ) {
    if (cVar1 == '\0') {
      return;
    }
    iVar2 = tolower((int)cVar1);
    *param_1 = (char)iVar2;
    param_1 = param_1 + 1;
    if (param_1 == (char *)0x0) break;
    cVar1 = *param_1;
  }
  return;
}

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)