Filter_ConvertString
0x001efa80 · 287 bytes · __cdecl
_Z20Filter_ConvertStringPKcP10ipfilter_t
Decompiled
undefined (2 params)
/* Filter_ConvertString(char const*, ipfilter_t*) */
undefined4 Filter_ConvertString(char *param_1,ipfilter_t *param_2)
{
char cVar1;
int iVar2;
long lVar3;
undefined4 uVar4;
int iVar5;
char *pcVar6;
int iVar7;
int in_GS_OFFSET;
undefined4 local_a8;
undefined4 local_a4;
char local_a0 [128];
int local_20;
iVar7 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
local_a8 = 0;
local_a4 = 0;
do {
cVar1 = *param_1;
if (9 < (byte)(cVar1 - 0x30U)) {
ConMsg("Bad filter address: %s\n",param_1);
uVar4 = 0;
goto LAB_001efb6f;
}
iVar2 = 0;
do {
pcVar6 = param_1;
iVar5 = iVar2;
param_1 = pcVar6 + 1;
local_a0[iVar5] = cVar1;
cVar1 = *param_1;
iVar2 = iVar5 + 1;
} while ((byte)(cVar1 - 0x30U) < 10);
local_a0[iVar5 + 1] = '\0';
lVar3 = strtol(local_a0,(char **)0x0,10);
*(char *)((int)&local_a8 + iVar7) = (char)lVar3;
if ((char)lVar3 != '\0') {
local_a0[iVar7 + -4] = -1;
}
if (*param_1 == '\0') break;
iVar7 = iVar7 + 1;
param_1 = pcVar6 + 2;
} while (iVar7 != 4);
*(undefined4 *)param_2 = local_a4;
*(undefined4 *)(param_2 + 4) = local_a8;
uVar4 = 1;
LAB_001efb6f:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return uVar4;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.