L L4D2node

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 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)