CUtlCStringConversion::CUtlCStringConversion
0x00b7e410 · 120 bytes · __thiscall
_ZN21CUtlCStringConversionC1EcPKciPN18CUtlCharConversion17ConversionArray_tE
Decompiled
undefined (5 params)
/* CUtlCStringConversion::CUtlCStringConversion(char, char const*, int,
CUtlCharConversion::ConversionArray_t*) */
void __thiscall
CUtlCStringConversion::CUtlCStringConversion
(CUtlCStringConversion *this,char param_1,char *param_2,int param_3,
ConversionArray_t *param_4)
{
CUtlCStringConversion *pCVar1;
int iVar2;
CUtlCStringConversion *pCVar3;
byte bVar4;
bVar4 = 0;
CUtlCharConversion::CUtlCharConversion((CUtlCharConversion *)this,param_1,param_2,param_3,param_4)
;
*(undefined ***)this = &PTR_FindConversion_00d542e0;
pCVar3 = this + 0x918;
for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pCVar3 = 0;
pCVar3 = pCVar3 + (uint)bVar4 * -8 + 4;
}
pCVar3 = (CUtlCStringConversion *)(param_4 + param_3 * 8);
if (0 < param_3) {
do {
pCVar1 = (CUtlCStringConversion *)(param_4 + 8);
this[**(byte **)(param_4 + 4) + 0x918] = *(CUtlCStringConversion *)param_4;
param_4 = (ConversionArray_t *)pCVar1;
} while (pCVar1 != pCVar3);
}
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.