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 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.