L L4D2node

V_BinToString

0x0025fad0 · 80 bytes · __cdecl

_Z13V_BinToStringPcPvj

Decompiled

undefined (3 params)

/* V_BinToString(char*, void*, unsigned int) */

undefined4 V_BinToString(char *param_1,void *param_2,uint param_3)

{
  uint uVar1;
  
  uVar1 = 0;
  if (param_3 != 0) {
    do {
      param_1[uVar1 * 2] = "0123456789ABCDEF"[(int)(uint)*(byte *)((int)param_2 + uVar1) >> 4];
      param_1[uVar1 * 2 + 1] = "0123456789ABCDEF"[*(byte *)((int)param_2 + uVar1) & 0xf];
      uVar1 = uVar1 + 1;
    } while (uVar1 != param_3);
  }
  param_1[param_3 * 2] = '\0';
  return 1;
}

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)