L L4D2node

nexttoken

0x0004ba90 · 125 bytes · __cdecl

_Z9nexttokenPcjPKcc

Decompiled

undefined (4 params)

/* nexttoken(char*, unsigned int, char const*, char) */

char * nexttoken(char *param_1,uint param_2,char *param_3,char param_4)

{
  char *pcVar1;
  char cVar2;
  char *pcVar3;
  
  if (param_2 == 0) {
    return (char *)0x0;
  }
  if ((param_3 == (char *)0x0) || (cVar2 = *param_3, cVar2 == '\0')) {
    *param_1 = '\0';
    return (char *)0x0;
  }
  pcVar1 = param_1 + (param_2 - 1);
  if ((cVar2 != param_4) && (pcVar3 = param_1, param_1 < pcVar1)) {
    while( true ) {
      param_1 = pcVar3 + 1;
      param_3 = param_3 + 1;
      *pcVar3 = cVar2;
      cVar2 = *param_3;
      if (cVar2 == param_4) break;
      if ((cVar2 == '\0') || (pcVar3 = param_1, param_1 == pcVar1)) break;
    }
  }
  *param_1 = '\0';
  return param_3 + (*param_3 != '\0');
}

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)