L L4D2node

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 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)