L L4D2node

CBaseServer::AddTagString

0x0010dec0 · 301 bytes · __thiscall

_ZN11CBaseServer12AddTagStringER10CUtlStringPKc

Decompiled

undefined (3 params)

/* CBaseServer::AddTagString(CUtlString&, char const*) */

void __thiscall CBaseServer::AddTagString(CBaseServer *this,CUtlString *param_1,char *param_2)

{
  int iVar1;
  char *pcVar2;
  CUtlMemory<unsigned_char,int> *this_00;
  CUtlVector *extraout_ECX;
  int iVar3;
  int local_30 [8];
  
  if ((param_2 != (char *)0x0) && (*param_2 != '\0')) {
    iVar1 = _V_strstr(param_2,",");
    if (iVar1 != 0) {
      local_30[0] = 0;
      local_30[1] = 0;
      local_30[2] = 0;
      local_30[3] = 0;
      local_30[4] = 0;
                    /* try { // try from 0010df28 to 0010df5f has its CatchHandler @ 0010dff2 */
      BuildTokenList(param_2,(char)local_30,extraout_ECX);
      if (0 < local_30[3]) {
        iVar1 = 0;
        do {
          pcVar2 = (char *)CUtlString::Get((CUtlString *)(iVar1 * 0x10 + local_30[0]));
          AddTagString(this,param_1,pcVar2);
          iVar1 = iVar1 + 1;
        } while (iVar1 < local_30[3]);
      }
      iVar1 = local_30[3] + -1;
      iVar3 = iVar1 * 0x10;
      if (-1 < iVar1) {
        do {
          iVar1 = iVar1 + -1;
          this_00 = (CUtlMemory<unsigned_char,int> *)(local_30[0] + iVar3);
          iVar3 = iVar3 + -0x10;
          CUtlMemory<unsigned_char,int>::Purge(this_00);
        } while (iVar1 != -1);
      }
      local_30[3] = 0;
      CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)local_30);
      local_30[4] = local_30[0];
      CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)local_30);
      return;
    }
    iVar1 = CUtlString::Length(param_1);
    if (iVar1 != 0) {
      CUtlString::operator+=(param_1,",");
    }
    CUtlString::operator+=(param_1,param_2);
  }
  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)