L L4D2node

CCommandBuffer::GetNextCommandLength

0x00245fe0 · 196 bytes · __thiscall

_ZN14CCommandBuffer20GetNextCommandLengthEPKciPiS2_

Decompiled

undefined (5 params)

/* CCommandBuffer::GetNextCommandLength(char const*, int, int*, int*) */

void __thiscall
CCommandBuffer::GetNextCommandLength
          (CCommandBuffer *this,char *param_1,int param_2,int *param_3,int *param_4)

{
  char cVar1;
  bool bVar2;
  byte bVar3;
  int iVar4;
  int iVar5;
  int local_14;
  
  if (param_2 < 1) {
    local_14 = 0;
    iVar5 = 0;
  }
  else {
    bVar2 = false;
    bVar3 = 0;
    local_14 = 0;
    iVar5 = 0;
    do {
      while (cVar1 = param_1[iVar5], !bVar2) {
        if (cVar1 == '\"') {
          bVar3 = bVar3 ^ 1;
          goto LAB_0024605a;
        }
        if ((((!(bool)(bVar3 ^ 1)) || (cVar1 != '/')) || (param_2 + -1 <= iVar5)) ||
           (param_1[iVar5 + 1] != '/')) {
          if ((cVar1 != ';') || (!(bool)(bVar3 ^ 1))) break;
          goto LAB_00246064;
        }
        iVar4 = iVar5 + 2;
        bVar2 = true;
        bVar3 = 0;
LAB_00246010:
        iVar5 = iVar4;
        if (param_2 <= iVar4) goto LAB_00246064;
      }
      if (cVar1 == '\n') break;
      iVar4 = iVar5 + 1;
      if (bVar2) goto LAB_00246010;
LAB_0024605a:
      bVar2 = false;
      iVar5 = iVar5 + 1;
      local_14 = local_14 + 1;
    } while (iVar5 < param_2);
  }
LAB_00246064:
  *param_3 = local_14;
  *param_4 = iVar5;
  return;
}

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)