CharacterSetBuild
0x00052a40 · 70 bytes · __cdecl
_Z17CharacterSetBuildP14characterset_tPKc
Decompiled
undefined (2 params)
/* CharacterSetBuild(characterset_t*, char const*) */
void CharacterSetBuild(characterset_t *param_1,char *param_2)
{
char cVar1;
int iVar2;
characterset_t *pcVar3;
if ((param_1 != (characterset_t *)0x0) && (param_2 != (char *)0x0)) {
pcVar3 = param_1;
for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pcVar3 = 0;
pcVar3 = pcVar3 + 4;
}
cVar1 = *param_2;
if (cVar1 != '\0') {
do {
param_2 = param_2 + 1;
param_1[cVar1] = (characterset_t)0x1;
cVar1 = *param_2;
} while (cVar1 != '\0');
return;
}
}
return;
}
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.