L L4D2node

CaselessStringLessThanIgnoreSlashes

0x003f7550 · 213 bytes · __cdecl

_Z35CaselessStringLessThanIgnoreSlashesRKPKcS2_

Decompiled

undefined (2 params)

/* CaselessStringLessThanIgnoreSlashes(char const* const&, char const* const&) */

char * CaselessStringLessThanIgnoreSlashes(char **param_1,char **param_2)

{
  char *pcVar1;
  char cVar2;
  bool bVar3;
  undefined3 uVar6;
  char *pcVar5;
  char cVar7;
  char *pcVar4;
  
  pcVar1 = *param_1;
  pcVar5 = *param_2;
  cVar2 = *pcVar1;
  if (cVar2 != '\0') {
    cVar7 = *pcVar5;
    pcVar4 = pcVar5;
    while( true ) {
      if (cVar7 == '\0') {
        return (char *)0x0;
      }
      uVar6 = (undefined3)((uint)pcVar4 >> 8);
      bVar3 = cVar2 == '\\' || cVar2 == '/';
      pcVar4 = (char *)CONCAT31(uVar6,bVar3);
      if (bVar3) {
        if ((cVar7 != '\\') && (cVar7 != '/')) {
          return (char *)CONCAT31(uVar6,'/' < cVar7);
        }
      }
      else {
        if ((byte)(cVar2 + 0x9fU) < 0x1a) {
          cVar2 = cVar2 + -0x20;
        }
        if ((byte)(cVar7 + 0x9fU) < 0x1a) {
          cVar7 = cVar7 + -0x20;
        }
        if (cVar7 < cVar2) {
          return pcVar4;
        }
        if (cVar2 < cVar7) {
          return (char *)0x1;
        }
      }
      pcVar1 = pcVar1 + 1;
      pcVar5 = pcVar5 + 1;
      cVar2 = *pcVar1;
      if (cVar2 == '\0') break;
      cVar7 = *pcVar5;
    }
  }
  return (char *)CONCAT31((int3)((uint)pcVar5 >> 8),*pcVar5 != '\0');
}

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)