L L4D2node

V_FixDoubleSlashes

0x0004a680 · 121 bytes · __cdecl

_Z18V_FixDoubleSlashesPc

Decompiled

undefined (1 param)

/* V_FixDoubleSlashes(char*) */

void V_FixDoubleSlashes(char *param_1)

{
  size_t sVar1;
  int iVar2;
  char *__src;
  size_t sVar3;
  
  if (param_1 != (char *)0x0) {
    sVar1 = strlen(param_1);
    sVar3 = sVar1 - 1;
    if (1 < (int)sVar3) {
      iVar2 = 1;
      __src = param_1 + 2;
      do {
        if (((__src[-1] == '\\') || (__src[-1] == '/')) && ((*__src == '\\' || (*__src == '/')))) {
          memmove(param_1 + iVar2,__src,sVar1 - iVar2);
          sVar1 = sVar3;
        }
        sVar3 = sVar1 - 1;
        iVar2 = iVar2 + 1;
        __src = __src + 1;
      } while (iVar2 < (int)sVar3);
    }
  }
  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)