CCommandBuffer::ParseArgV0
0x00245f50 · 124 bytes · __thiscall
_ZN14CCommandBuffer10ParseArgV0ER10CUtlBufferPciPPKc
Decompiled
undefined (5 params)
/* CCommandBuffer::ParseArgV0(CUtlBuffer&, char*, int, char const**) */
undefined4 __thiscall
CCommandBuffer::ParseArgV0
(CCommandBuffer *this,CUtlBuffer *param_1,char *param_2,int param_3,char **param_4)
{
characterset_t *pcVar1;
int iVar2;
char *pcVar3;
*param_2 = '\0';
*param_4 = (char *)0x0;
if (param_1[0x14] == (CUtlBuffer)0x0) {
pcVar1 = (characterset_t *)CCommand::DefaultBreakSet();
iVar2 = CUtlBuffer::ParseToken(param_1,pcVar1,param_2,param_3,true);
if ((param_3 != iVar2) && (0 < iVar2)) {
iVar2 = *(int *)(param_1 + 0xc);
pcVar3 = (char *)0x0;
if (*(int *)(param_1 + 0x1c) != iVar2 && -1 < *(int *)(param_1 + 0x1c) - iVar2) {
pcVar3 = (char *)((iVar2 - *(int *)(param_1 + 0x20)) + *(int *)param_1);
}
*param_4 = pcVar3;
return 1;
}
}
return 0;
}
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.