L L4D2node

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 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)