L L4D2node

CUtlCharConversion::CUtlCharConversion

0x00b7e370 · 158 bytes · __thiscall

_ZN18CUtlCharConversionC2EcPKciPNS_17ConversionArray_tE

Decompiled

undefined (5 params)

/* CUtlCharConversion::CUtlCharConversion(char, char const*, int,
   CUtlCharConversion::ConversionArray_t*) */

void __thiscall
CUtlCharConversion::CUtlCharConversion
          (CUtlCharConversion *this,char param_1,char *param_2,int param_3,
          ConversionArray_t *param_4)

{
  CUtlCharConversion CVar1;
  char *pcVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  CUtlCharConversion *pCVar6;
  byte bVar7;
  
  bVar7 = 0;
  *(undefined ***)this = &PTR_FindConversion_00d542f0;
  *(char **)(this + 8) = param_2;
  *(int *)(this + 0x10) = param_3;
  this[4] = (CUtlCharConversion)param_1;
  uVar3 = _V_strlen(param_2);
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0xc) = uVar3;
  pCVar6 = this + 0x118;
  for (iVar5 = 0x200; iVar5 != 0; iVar5 = iVar5 + -1) {
    *(undefined4 *)pCVar6 = 0;
    pCVar6 = pCVar6 + (uint)bVar7 * -8 + 4;
  }
  if (0 < param_3) {
    pCVar6 = this + 0x18;
    do {
      CVar1 = *(CUtlCharConversion *)param_4;
      *pCVar6 = CVar1;
      iVar5 = (uint)(byte)CVar1 * 8;
      pcVar2 = *(char **)(param_4 + 4);
      *(char **)(this + iVar5 + 0x11c) = pcVar2;
      iVar4 = _V_strlen(pcVar2);
      *(int *)(this + iVar5 + 0x118) = iVar4;
      if (*(int *)(this + 0x14) < iVar4) {
        *(int *)(this + 0x14) = iVar4;
      }
      pCVar6 = pCVar6 + 1;
      param_4 = param_4 + 8;
    } while (pCVar6 != this + param_3 + 0x18);
  }
  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)