L L4D2node

CUtlString::StripTrailingSlash

0x00b81820 · 61 bytes · __thiscall

_ZN10CUtlString18StripTrailingSlashEv

Decompiled

undefined (1 param)

/* CUtlString::StripTrailingSlash() */

void __thiscall CUtlString::StripTrailingSlash(CUtlString *this)

{
  char *pcVar1;
  char cVar2;
  
  if (1 < *(uint *)(this + 0xc)) {
    pcVar1 = (char *)(*(int *)this + -2 + *(uint *)(this + 0xc));
    cVar2 = *pcVar1;
    if ((cVar2 == '/') || (cVar2 == '\\')) {
      *pcVar1 = '\0';
      CUtlBinaryBlock::SetLength((CUtlBinaryBlock *)this,*(int *)(this + 0xc) + -1);
      return;
    }
  }
  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)