V_UTF8ToUCS2
0x0004a110 · 143 bytes · __cdecl
_Z12V_UTF8ToUCS2PKciPti
Decompiled
undefined (4 params)
/* V_UTF8ToUCS2(char const*, int, unsigned short*, int) */
int V_UTF8ToUCS2(char *param_1,int param_2,ushort *param_3,int param_4)
{
iconv_t __cd;
size_t sVar1;
int iVar2;
size_t local_2c;
size_t local_28;
char *local_24;
ushort *local_20 [4];
*param_3 = 0;
__cd = iconv_open("UCS-2LE","UTF-8");
local_20[0] = param_3;
local_2c = param_2;
local_28 = param_4;
local_24 = param_1;
iVar2 = -1;
if (__cd != (iconv_t)0x0) {
sVar1 = iconv(__cd,&local_24,&local_2c,(char **)local_20,&local_28);
iconv_close(__cd);
iVar2 = 0;
if (-1 < (int)sVar1) {
iVar2 = param_2;
}
}
*(undefined2 *)((int)param_3 + ((param_4 & 0xfffffffeU) - 2)) = 0;
return iVar2;
}
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.