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 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.