L L4D2node

V_StrSlice

0x00b7a620 · 187 bytes · __regparm3

_Z10V_StrSlicePKciiPci.part.4

Decompiled

undefined (5 params)

/* V_StrSlice(char const*, int, int, char*, int) [clone .part.4] */

void __regparm3 V_StrSlice(char *param_1,int param_2,int param_3,char *param_4,int param_5)

{
  size_t sVar1;
  
  sVar1 = strlen(param_1);
  if (param_2 < 0) {
    param_2 = sVar1 - -param_2 % (int)sVar1;
  }
  else if ((int)sVar1 <= param_2) goto LAB_00b7a690;
  if (param_3 < 0) {
    param_3 = sVar1 - -param_3 % (int)sVar1;
  }
  else if ((int)sVar1 < param_3) {
    param_3 = param_3 % (int)sVar1;
  }
  if (param_2 < param_3) {
    sVar1 = param_3 - param_2;
    if (param_5 <= (int)sVar1) {
      memcpy(param_4,param_1 + param_2,param_5 - 1);
      param_4[param_5 + -1] = '\0';
      return;
    }
    memcpy(param_4,param_1 + param_2,sVar1);
    param_4[sVar1] = '\0';
    return;
  }
LAB_00b7a690:
  *param_4 = '\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)