L L4D2node

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 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)