L L4D2node

AppendToRollup

0x000396c0 · 133 bytes · __cdecl

_Z14AppendToRollupPKcRm

Decompiled

undefined (2 params)

/* AppendToRollup(char const*, unsigned long&) */

void AppendToRollup(char *param_1,ulong *param_2)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  undefined1 local_1d [13];
  
  if (param_1 != (char *)0x0) {
    while (cVar1 = *param_1, pcVar3 = param_1, cVar1 != '\0') {
      do {
        iVar2 = isupper((int)cVar1);
        if (iVar2 != 0) break;
        pcVar3 = pcVar3 + 1;
        cVar1 = *pcVar3;
      } while (cVar1 != '\0');
      if (param_1 < pcVar3) {
        CRC32_ProcessBuffer(param_2,param_1,(int)pcVar3 - (int)param_1);
      }
      if (*pcVar3 == '\0') {
        return;
      }
      iVar2 = tolower((int)*pcVar3);
      local_1d[0] = (undefined1)iVar2;
      CRC32_ProcessBuffer(param_2,local_1d,1);
      param_1 = pcVar3 + 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)