L L4D2node

CopyToMaxChars

0x00b7a5c0 · 94 bytes · __regparm3

_ZL14CopyToMaxCharsPciPKci.part.0

Decompiled

undefined (4 params)

/* CopyToMaxChars(char*, int, char const*, int) [clone .part.0] */

undefined4 __regparm3 CopyToMaxChars(char *param_1,int param_2,char *param_3,int param_4)

{
  int iVar1;
  char cVar2;
  
  cVar2 = *param_3;
  if ((cVar2 != '\0') && (0 < param_4)) {
    if (param_2 == 1) {
      iVar1 = 0;
    }
    else {
      iVar1 = 0;
      do {
        param_1[iVar1] = cVar2;
        iVar1 = iVar1 + 1;
        cVar2 = param_3[iVar1];
        if ((cVar2 == '\0') || (iVar1 == param_4)) goto LAB_00b7a5f6;
      } while (iVar1 != param_2 + -1);
    }
    param_1[iVar1] = '\0';
    return 0;
  }
  iVar1 = 0;
LAB_00b7a5f6:
  param_1[iVar1] = '\0';
  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)