L L4D2node

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 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)