V_strncmp
0x00b7a9e0 · 88 bytes · __cdecl
_Z9V_strncmpPKcS0_i
Decompiled
undefined (3 params)
/* V_strncmp(char const*, char const*, int) */
int V_strncmp(char *param_1,char *param_2,int param_3)
{
int iVar1;
char cVar2;
char cVar3;
if (0 < param_3) {
cVar3 = *param_1;
cVar2 = *param_2;
if (cVar3 != cVar2) {
LAB_00b7aa30:
return (uint)(cVar2 <= cVar3) * 2 + -1;
}
if (cVar3 != '\0') {
iVar1 = 0;
do {
if (iVar1 == param_3 + -1) {
return 0;
}
cVar3 = param_1[iVar1 + 1];
cVar2 = param_2[iVar1 + 1];
if (cVar3 != cVar2) goto LAB_00b7aa30;
iVar1 = iVar1 + 1;
} while (cVar3 != '\0');
}
}
return 0;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.