L L4D2node

CRestore::ReadString

0x004a9980 · 194 bytes · __thiscall

_ZN8CRestore10ReadStringEP8string_tii

Decompiled

undefined (4 params)

/* CRestore::ReadString(string_t*, int, int) */

int __thiscall CRestore::ReadString(CRestore *this,string_t *param_1,int param_2,int param_3)

{
  char *pcVar1;
  char *pcVar2;
  int iVar3;
  undefined4 local_20 [4];
  
  if (*(int *)(this + 0x18) == 0) {
    pcVar2 = (char *)0x0;
    pcVar1 = (char *)param_3;
    if (param_3 != 0) goto LAB_004a99aa;
  }
  else {
    pcVar2 = *(char **)(*(int *)(this + 0x18) + 4);
    pcVar1 = pcVar2 + param_3;
    if (pcVar2 < pcVar2 + param_3) {
LAB_004a99aa:
      if (0 < param_2) {
        iVar3 = 0;
        do {
          if (*pcVar2 == '\0') {
            *(undefined4 *)param_1 = 0;
          }
          else {
            AllocPooledString((char *)local_20);
            *(undefined4 *)param_1 = local_20[0];
          }
          for (; *pcVar2 != '\0'; pcVar2 = pcVar2 + 1) {
          }
          pcVar2 = pcVar2 + 1;
          iVar3 = iVar3 + 1;
          param_1 = param_1 + 4;
        } while ((pcVar2 < pcVar1) && (iVar3 < param_2));
        goto LAB_004a99e9;
      }
    }
  }
  iVar3 = 0;
LAB_004a99e9:
  BufferReadBytes(this,(char *)0x0,param_3);
  return iVar3;
}

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)