L L4D2node

V_UnicodeToUTF8

0x00049d50 · 160 bytes · __cdecl

_Z15V_UnicodeToUTF8PKwPci

Decompiled

undefined (3 params)

/* V_UnicodeToUTF8(wchar_t const*, char*, int) */

undefined4 V_UnicodeToUTF8(wchar_t *param_1,char *param_2,int param_3)

{
  iconv_t __cd;
  size_t sVar1;
  size_t local_2c;
  size_t local_28;
  wchar_t *local_24;
  char *local_20 [4];
  
  if (0 < param_3) {
    *param_2 = '\0';
  }
  if ((param_2 != (char *)0x0) && (param_1 != (wchar_t *)0x0)) {
    __cd = iconv_open("UTF-8","UTF-32LE");
    sVar1 = wcslen(param_1);
    local_28 = param_3;
    local_2c = sVar1 * 4 + 4;
    local_20[0] = param_2;
    local_24 = param_1;
    if (__cd != (iconv_t)0x0) {
      iconv(__cd,(char **)&local_24,&local_2c,local_20,&local_28);
      iconv_close(__cd);
    }
  }
  if (0 < param_3) {
    param_2[param_3 + -1] = '\0';
  }
  return 0;
}

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)