V_StringToIntArray
0x0025f710 · 203 bytes · __cdecl
_Z18V_StringToIntArrayPiiPKc
Decompiled
undefined (3 params)
/* V_StringToIntArray(int*, int, char const*) */
void V_StringToIntArray(int *param_1,int param_2,char *param_3)
{
byte bVar1;
long lVar2;
int iVar3;
byte *__dest;
int iVar4;
int in_GS_OFFSET;
byte local_a0;
byte local_9f [126];
undefined1 local_21;
int local_20;
__dest = &local_a0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
strncpy((char *)__dest,param_3,0x80);
local_21 = 0;
if (0 < param_2) {
iVar4 = 0;
do {
lVar2 = strtol((char *)__dest,(char **)0x0,10);
param_1[iVar4] = lVar2;
bVar1 = *__dest;
while ((bVar1 & 0xdf) != 0) {
__dest = __dest + 1;
bVar1 = *__dest;
}
iVar3 = iVar4;
if (bVar1 == 0) break;
iVar4 = iVar4 + 1;
__dest = __dest + 1;
iVar3 = param_2;
} while (iVar4 != param_2);
iVar3 = iVar3 + 1;
if (iVar3 < param_2) {
do {
param_1[iVar3] = 0;
iVar3 = iVar3 + 1;
} while (iVar3 != param_2);
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.