memfgets
0x001930e0 · 143 bytes · __cdecl
_Z8memfgetsPhiPiPci
Decompiled
undefined (5 params)
/* memfgets(unsigned char*, int, int*, char*, int) */
char * memfgets(uchar *param_1,int param_2,int *param_3,char *param_4,int param_5)
{
int iVar1;
size_t __n;
int iVar2;
int iVar3;
iVar1 = *param_3;
if ((((param_1 != (uchar *)0x0) && (param_4 != (char *)0x0)) && (iVar1 < param_2)) &&
((iVar2 = iVar1, param_2 - iVar1 < param_5 || (param_2 = iVar1 + -1 + param_5, iVar1 < param_2)
))) {
do {
iVar3 = iVar2 + 1;
if (param_1[iVar2] == '\n') break;
iVar2 = iVar3;
} while (iVar3 < param_2);
if (iVar1 != iVar3) {
__n = iVar3 - iVar1;
memcpy(param_4,param_1 + iVar1,__n);
if ((int)__n < param_5) {
param_4[__n] = '\0';
}
*param_3 = iVar3;
return param_4;
}
}
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.