V_strncasecmp
0x00b7aaa0 · 96 bytes · __cdecl
_Z13V_strncasecmpPKcS0_i
Decompiled
undefined (3 params)
/* V_strncasecmp(char const*, char const*, int) */
int V_strncasecmp(char *param_1,char *param_2,int param_3)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
do {
if (param_3 - iVar3 < 1) {
return 0;
}
iVar1 = (int)param_1[iVar3];
iVar2 = (int)param_2[iVar3];
if (iVar1 != iVar2) {
if (iVar1 - 0x61U < 0x1a) {
iVar1 = iVar1 + -0x20;
}
if (iVar2 - 0x61U < 0x1a) {
iVar2 = iVar2 + -0x20;
}
if (iVar1 != iVar2) {
return (uint)(iVar2 <= iVar1) * 2 + -1;
}
}
iVar3 = iVar3 + 1;
if (iVar1 == 0) {
return 0;
}
} while( true );
}
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.