Cbuf_EscapeCommandArg
0x00116e10 · 121 bytes · __cdecl
_Z21Cbuf_EscapeCommandArgPKcPcj
Decompiled
undefined (3 params)
/* Cbuf_EscapeCommandArg(char const*, char*, unsigned int) */
undefined4 Cbuf_EscapeCommandArg(char *param_1,char *param_2,uint param_3)
{
undefined4 uVar1;
char *pcVar2;
int iVar3;
char cVar4;
if (param_1 == (char *)0x0) {
return 0;
}
cVar4 = *param_1;
uVar1 = 0;
pcVar2 = param_1;
if (cVar4 != '\0') {
do {
if (cVar4 < ' ') {
return 0;
}
if (cVar4 == '\"') {
return 0;
}
pcVar2 = pcVar2 + 1;
} while ((pcVar2 != (char *)0x0) && (cVar4 = *pcVar2, cVar4 != '\0'));
if (param_2 == (char *)0x0) {
return 0;
}
iVar3 = _V_strlen(param_1);
if (param_3 < iVar3 + 3U) {
return 0;
}
V_snprintf(param_2,param_3,"\"%s\"",param_1);
uVar1 = 1;
}
return uVar1;
}
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.