L L4D2node

ParseStringList

0x0026eaa0 · 58 bytes · __cdecl

_Z15ParseStringListRPKcPS0_Ri

Decompiled

undefined (3 params)

/* ParseStringList(char const*&, char const**, int&) */

void ParseStringList(char **param_1,char **param_2,int *param_3)

{
  int iVar1;
  int iVar2;
  char cVar3;
  
  do {
    iVar2 = *param_3;
    iVar1 = iVar2 + -1;
    *param_3 = iVar1;
    if (iVar2 == 0) {
      return;
    }
    cVar3 = ParseString(param_1,param_2[iVar1]);
  } while (cVar3 == '\0');
  return;
}

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)