MapEntity_SkipToNextEntity
0x00468fd0 · 132 bytes · __cdecl
_Z26MapEntity_SkipToNextEntityPKcPc
Decompiled
undefined (2 params)
/* MapEntity_SkipToNextEntity(char const*, char*) */
char * MapEntity_SkipToNextEntity(char *param_1,char *param_2)
{
int iVar1;
int iVar2;
if (param_1 != (char *)0x0) {
iVar2 = 1;
do {
while ((param_1 = (char *)MapEntity_ParseToken(param_1,param_2), param_2 == "{" ||
(iVar1 = _V_stricmp(param_2,"{"), iVar1 == 0))) {
iVar2 = iVar2 + 1;
if (param_1 == (char *)0x0) {
return (char *)0x0;
}
}
if (((param_2 == "}") || (iVar1 = _V_stricmp(param_2,"}"), iVar1 == 0)) &&
(iVar2 = iVar2 + -1, iVar2 == 0)) {
return param_1;
}
} while (param_1 != (char *)0x0);
}
return (char *)0x0;
}
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.