V_StringToBin
0x0025f9e0 · 215 bytes · __cdecl
_Z13V_StringToBinPKcPvj
Decompiled
undefined (3 params)
/* V_StringToBin(char const*, void*, unsigned int) */
undefined4 V_StringToBin(char *param_1,void *param_2,uint param_3)
{
char cVar1;
size_t sVar2;
uint uVar3;
int iVar4;
byte bVar5;
int iVar6;
if (param_1 == (char *)0x0) {
sVar2 = 0;
}
else {
sVar2 = strlen(param_1);
}
if (param_3 * 2 != sVar2) {
return 0;
}
uVar3 = 0;
if (param_3 != 0) {
do {
cVar1 = param_1[uVar3 * 2];
iVar6 = (int)cVar1;
if ((byte)(cVar1 - 0x30U) < 10) {
iVar4 = iVar6 + -0x30;
}
else if ((byte)(cVar1 + 0xbfU) < 6) {
iVar4 = iVar6 + -0x37;
}
else {
iVar4 = -1;
if ((byte)(cVar1 + 0x9fU) < 6) {
iVar4 = iVar6 + -0x57;
}
}
cVar1 = param_1[uVar3 * 2 + 1];
if ((byte)(cVar1 - 0x30U) < 10) {
bVar5 = cVar1 - 0x30;
}
else if ((byte)(cVar1 + 0xbfU) < 6) {
bVar5 = cVar1 - 0x37;
}
else {
if (5 < (byte)(cVar1 + 0x9fU)) {
return 0;
}
bVar5 = cVar1 + 0xa9;
}
if (iVar4 < 0) {
return 0;
}
*(byte *)((int)param_2 + uVar3) = (byte)(iVar4 << 4) | bVar5;
uVar3 = uVar3 + 1;
} while (uVar3 != param_3);
}
return 1;
}
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.