CSplitString::Construct
0x000a0560 · 325 bytes · __thiscall
_ZN12CSplitString9ConstructEPKcPS1_i
Decompiled
undefined (4 params)
/* CSplitString::Construct(char const*, char const**, int) */
void __thiscall CSplitString::Construct(CSplitString *this,char *param_1,char **param_2,int param_3)
{
int iVar1;
void *__dest;
size_t sVar2;
char *pcVar3;
char *pcVar4;
int local_34;
char *local_30;
char *local_20 [4];
iVar1 = _V_strlen(param_1);
__dest = operator_new__(iVar1 + 1U);
*(void **)(this + 0x14) = __dest;
memcpy(__dest,param_1,iVar1 + 1U);
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
local_30 = param_1;
if (0 < param_3) {
while( true ) {
pcVar4 = (char *)0x0;
local_34 = -1;
iVar1 = 0;
do {
pcVar3 = (char *)V_stristr(local_30,param_2[iVar1]);
if ((pcVar3 != (char *)0x0) && ((pcVar3 < pcVar4 || (pcVar4 == (char *)0x0)))) {
pcVar4 = pcVar3;
local_34 = iVar1;
}
iVar1 = iVar1 + 1;
} while (iVar1 != param_3);
if (pcVar4 == (char *)0x0) break;
sVar2 = strlen(param_2[local_34]);
if (local_30 < pcVar4) {
local_20[0] = local_30 + (*(int *)(this + 0x14) - (int)param_1);
local_20[0][(int)pcVar4 - (int)local_30] = '\0';
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)this,*(int *)(this + 0xc),local_20);
}
local_30 = pcVar4 + sVar2;
}
}
sVar2 = strlen(local_30);
if (sVar2 != 0) {
local_20[0] = local_30 + (*(int *)(this + 0x14) - (int)param_1);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)this,*(int *)(this + 0xc),local_20);
}
return;
}
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.