L L4D2node

UTIL_StringFieldToInt

0x005822c0 · 103 bytes · __cdecl

_Z21UTIL_StringFieldToIntPKcPS0_i

Decompiled

undefined (3 params)

/* UTIL_StringFieldToInt(char const*, char const**, int) */

int UTIL_StringFieldToInt(char *param_1,char **param_2,int param_3)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  if (((param_1 != (char *)0x0) && (*param_1 != '\0')) && (0 < param_3)) {
    pcVar1 = *param_2;
    iVar3 = 0;
    while( true ) {
      if ((param_1 == pcVar1) || (iVar2 = _V_stricmp(param_1,pcVar1), iVar2 == 0)) {
        return iVar3;
      }
      iVar3 = iVar3 + 1;
      if (iVar3 == param_3) break;
      pcVar1 = param_2[iVar3];
    }
  }
  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)