L L4D2node

UTIL_ValidateSoundName

0x00b2e140 · 72 bytes · __cdecl

_Z22UTIL_ValidateSoundNameR8string_tPKc

Decompiled

undefined (2 params)

/* UTIL_ValidateSoundName(string_t&, char const*) */

void UTIL_ValidateSoundName(string_t *param_1,char *param_2)

{
  char *pcVar1;
  int iVar2;
  undefined4 local_10 [2];
  
  pcVar1 = *(char **)param_1;
  if (((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) && (iVar2 = _V_stricmp(pcVar1,"0"), iVar2 != 0)
     ) {
    return;
  }
  AllocPooledString((char *)local_10);
  *(undefined4 *)param_1 = local_10[0];
  return;
}

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)