L L4D2node

V_DefaultExtension

0x00b7c540 · 111 bytes · __cdecl

_Z18V_DefaultExtensionPcPKci

Decompiled

undefined (3 params)

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

void V_DefaultExtension(char *param_1,char *param_2,int param_3)

{
  size_t sVar1;
  char *pcVar2;
  char cVar3;
  
  if (param_1 == (char *)0x0) {
    pcVar2 = &DAT_ffffffff;
    cVar3 = DAT_ffffffff;
    if (DAT_ffffffff != '/') goto LAB_00b7c568;
  }
  else {
    sVar1 = strlen(param_1);
    pcVar2 = param_1 + (sVar1 - 1);
    cVar3 = *pcVar2;
    while ((cVar3 != '/' && (param_1 < pcVar2))) {
LAB_00b7c568:
      if (cVar3 == '.') {
        return;
      }
      pcVar2 = pcVar2 + -1;
      cVar3 = *pcVar2;
    }
  }
  V_strncat(param_1,param_2,param_3,-1);
  return;
}

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)