L L4D2node

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 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)