L L4D2node

GCSDK::Q_strnlen

0x0008c870 · 64 bytes · __cdecl

_ZN5GCSDK9Q_strnlenEPKci

Decompiled

undefined (2 params)

/* GCSDK::Q_strnlen(char const*, int) */

int GCSDK::Q_strnlen(char *param_1,int param_2)

{
  char *pcVar1;
  
  if (((param_1 != (char *)0x0) && (-1 < param_2)) && (param_1 < param_1 + param_2)) {
    pcVar1 = param_1;
    if (*param_1 == '\0') {
      return 0;
    }
    while (pcVar1 = pcVar1 + 1, pcVar1 != param_1 + param_2) {
      if (*pcVar1 == '\0') {
        return (int)pcVar1 - (int)param_1;
      }
    }
  }
  return -1;
}

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)