COM_ParseLine
0x001262e0 · 112 bytes · __cdecl
_Z13COM_ParseLinePKc
Decompiled
undefined (1 param)
/* COM_ParseLine(char const*) */
char * COM_ParseLine(char *param_1)
{
int iVar1;
char cVar2;
int iVar3;
com_token = 0;
if (param_1 != (char *)0x0) {
cVar2 = *param_1;
iVar1 = 0;
do {
iVar3 = iVar1;
(&com_token)[iVar3] = cVar2;
if (cVar2 == '\0') {
(&DAT_00396a21)[iVar3] = 0;
return (char *)0x0;
}
param_1 = param_1 + 1;
cVar2 = *param_1;
} while (((cVar2 == '\t') || ('\x1f' < cVar2)) && (iVar1 = iVar3 + 1, iVar3 + 1 != 0x3ff));
(&DAT_00396a21)[iVar3] = 0;
if (cVar2 != '\0') {
cVar2 = *param_1;
while( true ) {
if ('\x1f' < cVar2) {
return param_1;
}
if (cVar2 == '\0') break;
param_1 = param_1 + 1;
cVar2 = *param_1;
}
return (char *)0x0;
}
}
return (char *)0x0;
}
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.