L L4D2node

Q_RemoveAllEvilCharacters

0x00b7be30 · 271 bytes · __cdecl

_Z25Q_RemoveAllEvilCharactersPc

Decompiled

undefined (1 param)

/* Q_RemoveAllEvilCharacters(char*) */

char Q_RemoveAllEvilCharacters(char *param_1)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  size_t sVar4;
  char *pcVar5;
  char cVar6;
  uint uVar7;
  int iVar8;
  int in_GS_OFFSET;
  int iStackY_50;
  size_t local_40;
  char *local_3c;
  char local_35;
  int local_34;
  uint local_30;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_3c = param_1;
  if (param_1 == (char *)0x0) {
    uVar7 = 0x10;
    iVar8 = 4;
    local_40 = 0;
  }
  else {
    iStackY_50 = 0xb7be5b;
    local_40 = strlen(param_1);
    iVar8 = local_40 * 4 + 4;
    uVar7 = local_40 * 4 + 0x13 & 0xfffffff0;
  }
  pcVar5 = local_3c;
  iVar3 = -(uVar7 + 0x10);
  iVar1 = (int)&local_40 + iVar3;
  *(int *)(&stack0xffffffbc + iVar3) = iVar8;
  *(int *)(&stack0xffffffb8 + iVar3) = iVar1;
  *(char **)(&stack0xffffffb4 + iVar3) = pcVar5;
  *(undefined4 *)((int)&iStackY_50 + iVar3) = 0xb7be8a;
  uVar7 = V_UTF8ToUnicode(*(char **)(&stack0xffffffb4 + iVar3),
                          *(wchar_t **)(&stack0xffffffb8 + iVar3),*(int *)(&stack0xffffffbc + iVar3)
                         );
  local_30 = uVar7 >> 2;
  if (uVar7 >> 2 == 0) {
    *(undefined4 *)(&stack0xffffffbc + iVar3) = 0;
    local_35 = '\0';
  }
  else {
    uVar7 = 0;
    local_34 = 0;
    local_35 = '\0';
    do {
      while( true ) {
        uVar2 = *(undefined4 *)(iVar1 + uVar7 * 4);
        *(undefined4 *)(&stack0xffffffb4 + iVar3) = uVar2;
        *(undefined4 *)((int)&iStackY_50 + iVar3) = 0xb7becd;
        cVar6 = Q_IsMeanSpaceW(*(wchar_t *)(&stack0xffffffb4 + iVar3));
        iVar8 = local_34;
        sVar4 = local_40;
        if (cVar6 == '\0') break;
        uVar7 = uVar7 + 1;
        local_35 = '\x01';
        if (local_30 == uVar7) goto LAB_00b7bedd;
      }
      uVar7 = uVar7 + 1;
      local_34 = local_34 + 1;
      *(undefined4 *)(iVar1 + iVar8 * 4) = uVar2;
    } while (local_30 != uVar7);
LAB_00b7bedd:
    *(undefined4 *)(&stack0xffffffbc + local_34 * 4 + iVar3) = 0;
    if (local_35 != '\0') {
      *(int *)(&stack0xffffffb4 + iVar3) = iVar1;
      *(size_t *)(&stack0xffffffbc + iVar3) = sVar4;
      *(char **)(&stack0xffffffb8 + iVar3) = local_3c;
      *(undefined4 *)((int)&iStackY_50 + iVar3) = 0xb7bf04;
      V_UnicodeToUTF8(*(wchar_t **)(&stack0xffffffb4 + iVar3),*(char **)(&stack0xffffffb8 + iVar3),
                      *(int *)(&stack0xffffffbc + iVar3));
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return local_35;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)((int)&iStackY_50 + iVar3) = &UNK_00b7bf48;
  __stack_chk_fail();
}

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)