L L4D2node

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 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)