nexttoken
0x0025fb20 · 125 bytes · __cdecl
_Z9nexttokenPcjPKcc
Decompiled
undefined (4 params)
/* nexttoken(char*, unsigned int, char const*, char) */
char * nexttoken(char *param_1,uint param_2,char *param_3,char param_4)
{
char *pcVar1;
char cVar2;
char *pcVar3;
if (param_2 == 0) {
return (char *)0x0;
}
if ((param_3 == (char *)0x0) || (cVar2 = *param_3, cVar2 == '\0')) {
*param_1 = '\0';
return (char *)0x0;
}
pcVar1 = param_1 + (param_2 - 1);
if ((cVar2 != param_4) && (pcVar3 = param_1, param_1 < pcVar1)) {
while( true ) {
param_1 = pcVar3 + 1;
param_3 = param_3 + 1;
*pcVar3 = cVar2;
cVar2 = *param_3;
if (cVar2 == param_4) break;
if ((cVar2 == '\0') || (pcVar3 = param_1, param_1 == pcVar1)) break;
}
}
*param_1 = '\0';
return param_3 + (*param_3 != '\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.