ParseStringList
0x0026eae0 · 70 bytes · __cdecl
_Z15ParseStringListRPKcRK10CUtlVectorI10CUtlString10CUtlMemoryIS3_iEERi
Decompiled
undefined (3 params)
/* ParseStringList(char const*&, CUtlVector<CUtlString, CUtlMemory<CUtlString, int> > const&, int&)
*/
undefined4 ParseStringList(char **param_1,CUtlVector *param_2,int *param_3)
{
int iVar1;
int iVar2;
char *pcVar3;
undefined4 uVar4;
do {
iVar2 = *param_3;
iVar1 = iVar2 + -1;
*param_3 = iVar1;
if (iVar2 == 0) {
return 0;
}
pcVar3 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar1 * 0x10 + *(int *)param_2));
uVar4 = ParseString(param_1,pcVar3);
} while ((char)uVar4 == '\0');
return uVar4;
}
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.