L L4D2node

COM_Parse

0x00126120 · 305 bytes · __cdecl

_Z9COM_ParsePKc

Decompiled

undefined (1 param)

/* COM_Parse(char const*) */

byte * COM_Parse(char *param_1)

{
  char cVar1;
  byte bVar2;
  uint uVar3;
  byte *pbVar4;
  char *pcVar5;
  int iVar6;
  undefined1 *puVar7;
  byte *pbVar8;
  
  puVar7 = g_BreakSetIncludingColons;
  if (com_ignorecolons != '\0') {
    puVar7 = g_BreakSet;
  }
  com_token = 0;
  if (param_1 == (char *)0x0) {
    com_token = 0;
    return (byte *)0x0;
  }
  uVar3 = (uint)(byte)*param_1;
  while( true ) {
    while (bVar2 = (byte)uVar3, bVar2 < 0x21) {
      if (bVar2 == 0) {
        com_token = 0;
        return (byte *)0x0;
      }
      pbVar4 = (byte *)(param_1 + 1);
      param_1 = param_1 + 1;
      uVar3 = (uint)*pbVar4;
    }
    if (bVar2 != 0x2f) break;
    pcVar5 = param_1;
    if (param_1[1] != '/') {
      uVar3 = 0x2f;
      cVar1 = puVar7[0x2f];
      goto joined_r0x001261a6;
    }
    while( true ) {
      param_1 = pcVar5 + 1;
      if (((char)uVar3 == '\n') || ((char)uVar3 == '\0')) break;
      uVar3 = (uint)(byte)pcVar5[2];
      pcVar5 = param_1;
    }
  }
  iVar6 = 0;
  pbVar4 = (byte *)(param_1 + 1);
  if (bVar2 == 0x22) {
    while( true ) {
      pbVar8 = pbVar4 + 1;
      bVar2 = *pbVar4;
      if ((bVar2 == 0) || (bVar2 == 0x22)) break;
      (&com_token)[iVar6] = bVar2;
      iVar6 = iVar6 + 1;
      pbVar4 = pbVar8;
      if (iVar6 == 0x3ff) {
        DAT_00396e1f = 0;
        return pbVar8;
      }
    }
    (&com_token)[iVar6] = 0;
    return pbVar8;
  }
  cVar1 = puVar7[uVar3];
joined_r0x001261a6:
  if (cVar1 != '\0') {
    DAT_00396a21 = 0;
    com_token = (char)uVar3;
    return (byte *)(param_1 + 1);
  }
  pbVar4 = (byte *)(param_1 + 1);
  iVar6 = 1;
  com_token = bVar2;
  while ((bVar2 = *pbVar4, puVar7[bVar2] == '\0' && (0x20 < bVar2))) {
    pbVar4 = pbVar4 + 1;
    (&com_token)[iVar6] = bVar2;
    iVar6 = iVar6 + 1;
    if (pbVar4 == (byte *)(param_1 + 0x3ff)) {
      DAT_00396e1f = 0;
      return pbVar4;
    }
  }
  (&com_token)[iVar6] = 0;
  return pbVar4;
}

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)