CUtlBuffer::PeekDelimitedStringLength
0x0004cca0 · 326 bytes · __thiscall
_ZN10CUtlBuffer25PeekDelimitedStringLengthEP18CUtlCharConversionb
Decompiled
undefined (3 params)
/* CUtlBuffer::PeekDelimitedStringLength(CUtlCharConversion*, bool) */
int __thiscall
CUtlBuffer::PeekDelimitedStringLength(CUtlBuffer *this,CUtlCharConversion *param_1,bool param_2)
{
char cVar1;
int iVar2;
int iVar3;
int iVar4;
CUtlBuffer *in_stack_ffffffb4;
CUtlBuffer *this_00;
int iVar5;
char *pcVar6;
int local_30;
int local_20 [4];
if ((((byte)this[0x15] & 1) == 0) || (param_1 == (CUtlCharConversion *)0x0)) {
if (this[0x14] == (CUtlBuffer)0x0) {
iVar2 = PeekStringLength(in_stack_ffffffb4);
return iVar2;
}
}
else {
iVar2 = PeekWhiteSpace(this,0);
cVar1 = PeekStringMatch(this,iVar2,*(char **)(param_1 + 8),*(int *)(param_1 + 0xc));
if (cVar1 != '\0') {
iVar3 = *(int *)(param_1 + 0xc);
local_30 = 1;
iVar4 = iVar2 + iVar3;
do {
pcVar6 = *(char **)(param_1 + 8);
this_00 = this;
iVar5 = iVar4;
cVar1 = PeekStringMatch(this,iVar4,pcVar6,iVar3);
if (((cVar1 != '\0') || (((byte)this[0x14] & 2) != 0)) ||
(cVar1 = CheckPeekGet(this_00,iVar5,(int)pcVar6), cVar1 == '\0')) goto LAB_0004cdd0;
local_30 = local_30 + 1;
iVar3 = *(int *)(this + 0xc) + iVar4;
iVar4 = iVar4 + 1;
if (*(CUtlCharConversion *)(*(int *)this + (iVar3 - *(int *)(this + 0x20))) == param_1[4]) {
local_20[0] = *(int *)(param_1 + 0x14);
cVar1 = CheckArbitraryPeekGet(this,iVar4,local_20);
if (cVar1 == '\0') {
LAB_0004cdd0:
if (param_2) {
return local_30;
}
return (iVar4 - iVar2) + *(int *)(param_1 + 0xc) + 1;
}
(*(code *)**(undefined4 **)param_1)
(param_1,((*(int *)(this + 0xc) + iVar4) - *(int *)(this + 0x20)) + *(int *)this
,local_20);
iVar4 = iVar4 + local_20[0];
}
iVar3 = *(int *)(param_1 + 0xc);
} while( true );
}
}
return 0;
}
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.