L L4D2node

CUtlBuffer::GetToken

0x0004cf70 · 343 bytes · __thiscall

_ZN10CUtlBuffer8GetTokenEPKc

Decompiled

undefined (2 params)

/* CUtlBuffer::GetToken(char const*) */

char __thiscall CUtlBuffer::GetToken(CUtlBuffer *this,char *param_1)

{
  int iVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  char *pcVar9;
  CUtlBuffer *this_00;
  int in_stack_ffffffc8;
  int in_stack_ffffffcc;
  
  this_00 = (CUtlBuffer *)param_1;
  iVar3 = _V_strlen(param_1);
  iVar1 = *(int *)(this + 0xc);
  iVar8 = (*(int *)(this + 4) - iVar1) + *(int *)(this + 0x20);
  iVar4 = *(int *)(this + 4);
  if (iVar3 < iVar8) {
    iVar4 = iVar8;
  }
  for (iVar8 = *(int *)(this + 0x1c) - iVar1; iVar3 <= iVar8; iVar8 = iVar8 + iVar3) {
    iVar5 = iVar4;
    if (iVar8 <= iVar4) {
      iVar5 = iVar8;
    }
    if ((((byte)this[0x14] & 2) != 0) ||
       (cVar2 = CheckPeekGet(this_00,in_stack_ffffffc8,in_stack_ffffffcc), cVar2 == '\0')) break;
    pcVar9 = (char *)((*(int *)(this + 0xc) - *(int *)(this + 0x20)) + *(int *)this);
    iVar6 = V_strnistr(pcVar9,param_1,iVar5);
    iVar7 = iVar6 - (int)pcVar9;
    if ((iVar4 < iVar8) && (iVar7 == *(int *)(this + 4) - iVar3)) {
      iVar8 = iVar8 - iVar5;
      if (iVar6 == 0) {
LAB_0004d068:
        if (iVar8 < iVar3) break;
      }
    }
    else {
      if (iVar6 != 0) {
        SeekGet(this,1,iVar7 + iVar3);
        return cVar2;
      }
      iVar8 = iVar8 - iVar5;
      if (cVar2 != '\0') goto LAB_0004d068;
    }
    iVar4 = *(int *)(this + 4);
    in_stack_ffffffc8 = 1;
    in_stack_ffffffcc = iVar5 - iVar3;
    this_00 = this;
    SeekGet();
  }
  SeekGet(this,0,iVar1);
  return '\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)