L L4D2node

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 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)