L L4D2node

V_hextobinary

0x0004a1a0 · 245 bytes · __cdecl

_Z13V_hextobinaryPKciPhi

Decompiled

undefined (4 params)

/* V_hextobinary(char const*, int, unsigned char*, int) */

void V_hextobinary(char *param_1,int param_2,uchar *param_3,int param_4)

{
  char cVar1;
  size_t sVar2;
  byte bVar3;
  byte *pbVar4;
  byte bVar5;
  
  if (param_1 == (char *)0x0) {
    sVar2 = 0;
  }
  else {
    sVar2 = strlen(param_1);
  }
  if ((int)sVar2 <= param_2) {
    param_2 = sVar2;
  }
  memset(param_3,0,param_4);
  if ((0 < (int)(param_2 & 0xfffffffeU)) && (0 < param_4)) {
    pbVar4 = param_3;
    do {
      cVar1 = *param_1;
      if ((byte)(cVar1 - 0x30U) < 10) {
        bVar5 = cVar1 * '\x10';
      }
      else if ((byte)(cVar1 + 0xbfU) < 6) {
        bVar5 = (cVar1 + -0x37) * '\x10';
      }
      else {
        bVar5 = 0;
        if ((byte)(cVar1 + 0x9fU) < 6) {
          bVar5 = (cVar1 + -0x57) * '\x10';
        }
      }
      cVar1 = param_1[1];
      bVar3 = cVar1 - 0x30;
      if (bVar3 < 10) {
LAB_0004a21c:
        *pbVar4 = bVar3 | bVar5;
      }
      else {
        if ((byte)(cVar1 + 0xbfU) < 6) {
          bVar3 = cVar1 - 0x37;
          goto LAB_0004a21c;
        }
        bVar3 = 0x30;
        if ((byte)(cVar1 + 0x9fU) < 6) {
          bVar3 = cVar1 + 0xa9;
        }
        *pbVar4 = bVar3 | bVar5;
      }
      if (pbVar4 + 1 == param_3 + ((param_2 & 0xfffffffeU) - 1 >> 1) + 1) {
        return;
      }
      pbVar4 = pbVar4 + 1;
      param_1 = param_1 + 2;
    } while ((int)pbVar4 - (int)param_3 < param_4);
  }
  return;
}

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)