V_AddBackSlashesToSpecialChars
0x0025f630 · 208 bytes · __cdecl
_Z30V_AddBackSlashesToSpecialCharsPKc
Decompiled
undefined (1 param)
/* V_AddBackSlashesToSpecialChars(char const*) */
void V_AddBackSlashesToSpecialChars(char *param_1)
{
char *pcVar1;
int iVar2;
uint uVar3;
char cVar4;
char cVar5;
char *pcVar6;
char *pcVar7;
cVar5 = *param_1;
if (cVar5 == '\0') {
uVar3 = 1;
}
else {
iVar2 = 0;
pcVar6 = param_1;
do {
iVar2 = iVar2 + 1;
if (s_BackSlashMap != '\0') {
pcVar1 = &s_BackSlashMap;
cVar4 = s_BackSlashMap;
do {
pcVar1 = pcVar1 + 2;
iVar2 = iVar2 + (uint)(cVar5 == cVar4);
cVar4 = *pcVar1;
} while (cVar4 != '\0');
}
pcVar6 = pcVar6 + 1;
cVar5 = *pcVar6;
} while (cVar5 != '\0');
uVar3 = iVar2 + 1;
}
pcVar6 = operator_new__(uVar3);
cVar5 = *param_1;
do {
if (cVar5 == '\0') {
*pcVar6 = '\0';
return;
}
if (s_BackSlashMap != '\0') {
pcVar1 = &s_BackSlashMap;
cVar4 = s_BackSlashMap;
do {
if (cVar5 == cVar4) {
*pcVar6 = '\\';
pcVar7 = pcVar6 + 2;
pcVar6[1] = pcVar1[1];
goto LAB_0025f6d7;
}
pcVar1 = pcVar1 + 2;
cVar4 = *pcVar1;
} while (cVar4 != '\0');
}
pcVar7 = pcVar6 + 1;
*pcVar6 = *param_1;
LAB_0025f6d7:
param_1 = param_1 + 1;
cVar5 = *param_1;
pcVar6 = pcVar7;
} while( true );
}
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.