GCSDK::EscapeStringValue
0x00090960 · 122 bytes · __cdecl
_ZN5GCSDK17EscapeStringValueEPci
Decompiled
undefined (2 params)
/* GCSDK::EscapeStringValue(char*, int) */
void GCSDK::EscapeStringValue(char *param_1,int param_2)
{
char cVar1;
char *pcVar2;
int iVar3;
int iVar4;
iVar4 = 0;
iVar3 = 0;
cVar1 = *param_1;
if (cVar1 != '\0') {
do {
iVar3 = iVar3 + 1;
iVar4 = iVar4 + (uint)(cVar1 == '\'');
cVar1 = param_1[iVar3];
} while (cVar1 != '\0');
if ((iVar4 != 0) && (iVar3 + iVar4 < param_2)) {
pcVar2 = param_1 + iVar3 + iVar4 + -1;
param_1[iVar3 + iVar4] = '\0';
if (param_1 < pcVar2) {
do {
*pcVar2 = pcVar2[-iVar4];
if (pcVar2[-iVar4] == '\'') {
pcVar2[-1] = '\'';
iVar4 = iVar4 + -1;
pcVar2 = pcVar2 + -2;
}
else {
pcVar2 = pcVar2 + -1;
}
} while ((param_1 < pcVar2) && (0 < iVar4));
}
}
}
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.