L L4D2node

ParseString

0x0021ad30 · 206 bytes · __cdecl

_Z11ParseStringPKcPcj

Decompiled

undefined (3 params)

/* ParseString(char const*, char*, unsigned int) */

undefined4 ParseString(char *param_1,char *param_2,uint param_3)

{
  char cVar1;
  char *pcVar2;
  char *pcVar3;
  
  if (param_1 == (char *)0x0) {
    return 0;
  }
  if (*param_1 == '\0') {
LAB_0021ad75:
    pcVar2 = (char *)0x1;
  }
  else {
    cVar1 = g_WhiteSpace[*param_1];
    while (cVar1 == '\0') {
      param_1 = param_1 + 1;
      if (*param_1 == '\0') goto LAB_0021ad75;
      cVar1 = g_WhiteSpace[*param_1];
    }
    pcVar2 = param_1 + 1;
    do {
      param_1 = pcVar2;
      if (*param_1 == '\0') goto LAB_0021ad75;
      pcVar3 = param_1 + 1;
      pcVar2 = param_1 + 1;
    } while (g_WhiteSpace[*param_1] != '\0');
    do {
      pcVar2 = pcVar3;
      if (*pcVar2 == '\0') {
        pcVar2 = pcVar2 + (1 - (int)param_1);
        goto LAB_0021ad7a;
      }
      pcVar3 = pcVar2 + 1;
    } while (g_WhiteSpace[*pcVar2] == '\0');
    pcVar2 = pcVar2 + (1 - (int)param_1);
  }
LAB_0021ad7a:
  pcVar3 = (char *)(param_3 - 1);
  if ((int)pcVar2 <= (int)(param_3 - 1)) {
    pcVar3 = pcVar2;
  }
  V_strncpy(param_2,param_1,(int)pcVar3);
  param_2[(int)pcVar3] = '\0';
  return 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)