ParseString
0x0026ea20 · 109 bytes · __cdecl
_Z11ParseStringRPKcS0_
Decompiled
undefined (2 params)
/* ParseString(char const*&, char const*) */
undefined4 ParseString(char **param_1,char *param_2)
{
char *pcVar1;
char *pcVar2;
char *pcVar3;
pcVar1 = *param_1;
if ((*pcVar1 == '\t') || (pcVar3 = pcVar1, *pcVar1 == ' ')) {
pcVar2 = pcVar1 + 1;
do {
do {
pcVar3 = pcVar2;
*param_1 = pcVar3;
pcVar2 = pcVar3 + 1;
} while (*pcVar3 == '\t');
} while (*pcVar3 == ' ');
}
pcVar3 = (char *)StringAfterPrefix(pcVar3,param_2);
if (pcVar3 == (char *)0x0) {
*param_1 = pcVar1;
return 0;
}
*param_1 = pcVar3;
return 1;
}
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.