V_FixupPathName
0x00b7d170 · 139 bytes · __cdecl
_Z15V_FixupPathNamePcjPKc
Decompiled
undefined (3 params)
/* V_FixupPathName(char*, unsigned int, char const*) */
void V_FixupPathName(char *param_1,uint param_2,char *param_3)
{
char cVar1;
int iVar2;
char *pcVar3;
strncpy(param_1,param_3,param_2);
if (0 < (int)param_2) {
param_1[param_2 - 1] = '\0';
}
cVar1 = *param_1;
pcVar3 = param_1;
while (cVar1 != '\0') {
if ((cVar1 == '/') || (cVar1 == '\\')) {
*pcVar3 = '/';
}
pcVar3 = pcVar3 + 1;
cVar1 = *pcVar3;
}
V_RemoveDotSlashes(param_1,'/');
V_FixDoubleSlashes(param_1);
cVar1 = *param_1;
while( true ) {
if (cVar1 == '\0') {
return;
}
iVar2 = tolower((int)cVar1);
*param_1 = (char)iVar2;
param_1 = param_1 + 1;
if (param_1 == (char *)0x0) break;
cVar1 = *param_1;
}
return;
}
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.