L L4D2node

V_StripLastDir

0x00b7c730 · 204 bytes · __cdecl

_Z14V_StripLastDirPci

Decompiled

undefined (2 params)

/* V_StripLastDir(char*, int) */

undefined4 V_StripLastDir(char *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  size_t sVar3;
  
  if (((*param_1 != '\0') && (iVar2 = _V_stricmp(param_1,"./"), iVar2 != 0)) &&
     (iVar2 = _V_stricmp(param_1,".\\"), iVar2 != 0)) {
    sVar3 = strlen(param_1);
    iVar2 = sVar3 - (param_1[sVar3 - 1] == '/');
    if (iVar2 < 1) {
      if (iVar2 != 0) {
        return 1;
      }
    }
    else {
      do {
        if (param_1[iVar2 + -1] == '/') {
          param_1[iVar2] = '\0';
          cVar1 = *param_1;
          while (cVar1 != '\0') {
            if ((cVar1 == '/') || (cVar1 == '\\')) {
              *param_1 = '/';
            }
            param_1 = param_1 + 1;
            cVar1 = *param_1;
          }
          return 1;
        }
        iVar2 = iVar2 + -1;
      } while (iVar2 != 0);
    }
    V_snprintf(param_1,param_2,".%c",0x2f);
    return 1;
  }
  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)