COM_TokenWaiting
0x00126360 · 122 bytes · __cdecl
_Z16COM_TokenWaitingPKc
Decompiled
undefined (1 param)
/* COM_TokenWaiting(char const*) */
undefined4 COM_TokenWaiting(char *param_1)
{
char cVar1;
undefined4 uVar2;
int iVar3;
cVar1 = *param_1;
iVar3 = (int)cVar1;
if ((cVar1 == '\0') || (cVar1 == '\n')) {
uVar2 = 0;
}
else {
uVar2 = 1;
if ((iVar3 - 9U < 0x18) && ((1 << ((byte)(iVar3 - 9U) & 0x1f) & 0x80001fU) != 0)) {
while (iVar3 = isalnum(iVar3), iVar3 == 0) {
param_1 = param_1 + 1;
cVar1 = *param_1;
iVar3 = (int)cVar1;
if (cVar1 == '\n') {
return 0;
}
if (cVar1 == '\0') {
return 0;
}
if ((0x17 < iVar3 - 9U) || ((1 << ((byte)(iVar3 - 9U) & 0x1f) & 0x80001fU) == 0)) break;
}
uVar2 = 1;
}
}
return uVar2;
}
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.