L L4D2node

V_strnchr

0x00b7b480 · 75 bytes · __cdecl

_Z9V_strnchrPKcci

Decompiled

undefined (3 params)

/* V_strnchr(char const*, char, int) */

char * V_strnchr(char *param_1,char param_2,int param_3)

{
  char cVar1;
  char *pcVar2;
  
  pcVar2 = param_1 + param_3;
  if (param_1 < pcVar2) {
    cVar1 = *param_1;
    while (cVar1 != '\0') {
      if (cVar1 == param_2) {
        return param_1;
      }
      param_1 = param_1 + 1;
      if (param_1 == pcVar2) {
        return (char *)0x0;
      }
      cVar1 = *param_1;
    }
  }
  return (char *)0x0;
}

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)