L L4D2node

V_StrSubst

0x0025f260 · 272 bytes · __cdecl

_Z10V_StrSubstPKcS0_S0_Pcib

Decompiled

undefined (6 params)

/* V_StrSubst(char const*, char const*, char const*, char*, int, bool) */

bool V_StrSubst(char *param_1,char *param_2,char *param_3,char *param_4,int param_5,bool param_6)

{
  char cVar1;
  size_t sVar2;
  size_t sVar3;
  int iVar4;
  size_t sVar5;
  char *pcVar6;
  char *pcVar7;
  char *__n;
  
  sVar2 = strlen(param_2);
  sVar3 = strlen(param_3);
  *param_4 = '\0';
  pcVar7 = param_4;
  while( true ) {
    __n = param_4 + (param_5 - (int)pcVar7);
    if (param_6) {
      pcVar6 = strstr(param_1,param_2);
    }
    else {
      pcVar6 = (char *)V_stristr(param_1,param_2);
    }
    if (pcVar6 == (char *)0x0) {
      sVar2 = strlen(param_1);
      strncpy(pcVar7,param_1,(size_t)__n);
      if (0 < (int)__n) {
        pcVar7[(int)(__n + -1)] = '\0';
      }
      return (int)sVar2 < (int)__n;
    }
    iVar4 = (int)pcVar6 - (int)param_1;
    if (((__n == (char *)0x0) ||
        (cVar1 = CopyToMaxChars(pcVar7,(int)__n,param_1,iVar4), cVar1 == '\0')) ||
       ((int)__n <= iVar4)) {
      return false;
    }
    sVar5 = strlen(pcVar7);
    pcVar7 = pcVar7 + sVar5;
    if (param_4 + (param_5 - (int)pcVar7) == (char *)0x0) {
      return false;
    }
    cVar1 = CopyToMaxChars(pcVar7,(int)(param_4 + (param_5 - (int)pcVar7)),param_3,sVar3);
    if (cVar1 == '\0') break;
    pcVar7 = pcVar7 + sVar3;
    param_1 = param_1 + iVar4 + sVar2;
  }
  return false;
}

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)