L L4D2node

StringAfterPrefix

0x00048b00 · 85 bytes · __cdecl

_Z17StringAfterPrefixPKcS0_

Decompiled

undefined (2 params)

/* StringAfterPrefix(char const*, char const*) */

char * StringAfterPrefix(char *param_1,char *param_2)

{
  char cVar1;
  int iVar2;
  int iVar3;
  
  do {
    cVar1 = *param_2;
    if (cVar1 == '\0') {
      return param_1;
    }
    param_2 = param_2 + 1;
    iVar2 = tolower((int)*param_1);
    iVar3 = tolower((int)cVar1);
    param_1 = param_1 + 1;
  } while (iVar2 == iVar3);
  return (char *)0x0;
}

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)