L L4D2node

CUtlBuffer::GetDelimitedString

0x00261780 · 293 bytes · __thiscall

_ZN10CUtlBuffer18GetDelimitedStringEP18CUtlCharConversionPci

Decompiled

undefined (4 params)

/* CUtlBuffer::GetDelimitedString(CUtlCharConversion*, char*, int) */

void __thiscall
CUtlBuffer::GetDelimitedString
          (CUtlBuffer *this,CUtlCharConversion *param_1,char *param_2,int param_3)

{
  char cVar1;
  int iVar2;
  int local_20;
  
  if ((((byte)this[0x15] & 1) == 0) || (param_1 == (CUtlCharConversion *)0x0)) {
    GetString(this,param_2,param_3);
    return;
  }
  if (this[0x14] != (CUtlBuffer)0x0) {
    *param_2 = '\0';
    return;
  }
  if (param_3 == 0) {
    param_3 = 0x7fffffff;
  }
  EatWhiteSpace(this);
  cVar1 = PeekStringMatch(this,0,*(char **)(param_1 + 8),*(int *)(param_1 + 0xc));
  if (cVar1 == '\0') {
    return;
  }
  SeekGet(this,1,*(undefined4 *)(param_1 + 0xc));
  local_20 = 0;
  do {
    if (this[0x14] != (CUtlBuffer)0x0) {
LAB_00261869:
      iVar2 = param_3 + -1;
      if (local_20 < param_3) {
        iVar2 = local_20;
      }
      param_2[iVar2] = '\0';
      return;
    }
    cVar1 = PeekStringMatch(this,0,*(char **)(param_1 + 8),*(int *)(param_1 + 0xc));
    if (cVar1 != '\0') {
      SeekGet(this,1,*(undefined4 *)(param_1 + 0xc));
      goto LAB_00261869;
    }
    cVar1 = GetDelimitedCharInternal(this,param_1);
    if (local_20 < param_3) {
      param_2[local_20] = cVar1;
      local_20 = local_20 + 1;
    }
  } while( true );
}

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)