L L4D2node

V_strnlwr

0x00048a10 · 82 bytes · __cdecl

_Z9V_strnlwrPcj

Decompiled

undefined (2 params)

/* V_strnlwr(char*, unsigned int) */

char * V_strnlwr(char *param_1,uint param_2)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  char *pcVar4;
  int iVar5;
  
  if ((param_1 != (char *)0x0) && (param_2 != 0)) {
    iVar5 = param_2 - 1;
    pcVar4 = param_1;
    if (iVar5 == 0) {
LAB_00048a5a:
      *pcVar4 = '\0';
    }
    else {
      cVar1 = *param_1;
      pcVar2 = param_1;
      while (cVar1 != '\0') {
        pcVar4 = pcVar2 + 1;
        iVar3 = tolower((int)cVar1);
        *pcVar2 = (char)iVar3;
        iVar5 = iVar5 + -1;
        if (iVar5 == 0) goto LAB_00048a5a;
        pcVar2 = pcVar4;
        cVar1 = *pcVar4;
      }
    }
  }
  return param_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)