OverWriteCharsWeHate
0x00462990 · 78 bytes · __cdecl
_Z20OverWriteCharsWeHatePc
Decompiled
undefined (1 param)
/* OverWriteCharsWeHate(char*) */
void OverWriteCharsWeHate(char *param_1)
{
char cVar1;
cVar1 = *param_1;
do {
while( true ) {
if (cVar1 == '\0') {
return;
}
if (cVar1 != '\"') break;
LAB_004629d0:
*param_1 = ' ';
param_1 = param_1 + 1;
cVar1 = *param_1;
}
if (cVar1 < '#') {
if (((cVar1 == '\r') || (cVar1 == '\x1a')) || (cVar1 == '\n')) goto LAB_004629d0;
}
else if (((cVar1 == ';') || (cVar1 == '\\')) || (cVar1 == '\'')) goto LAB_004629d0;
param_1 = param_1 + 1;
cVar1 = *param_1;
} while( true );
}
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.