L L4D2node

SkipText

0x0021ac20 · 64 bytes · __cdecl

_Z8SkipTextPKc

Decompiled

undefined (1 param)

/* SkipText(char const*) */

char * SkipText(char *param_1)

{
  if (param_1 == (char *)0x0) {
    return (char *)0x0;
  }
  if ((*param_1 != '\0') && (g_WhiteSpace[*param_1] == '\0')) {
    do {
      param_1 = param_1 + 1;
      if (*param_1 == '\0') {
        return param_1;
      }
    } while (g_WhiteSpace[*param_1] == '\0');
    return param_1;
  }
  return param_1;
}

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)