L L4D2node

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 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)