CSceneTokenProcessor::TokenAvailable
0x004ae3e0 · 69 bytes · __thiscall
_ZN20CSceneTokenProcessor14TokenAvailableEv
Decompiled
undefined (1 param)
/* CSceneTokenProcessor::TokenAvailable() */
bool __thiscall CSceneTokenProcessor::TokenAvailable(CSceneTokenProcessor *this)
{
char *pcVar1;
char cVar2;
pcVar1 = *(char **)(this + 4);
cVar2 = *pcVar1;
do {
if (' ' < cVar2) {
if (cVar2 == '#') {
return false;
}
if (cVar2 == ';') {
return false;
}
if (cVar2 == '/') {
return pcVar1[1] != '/';
}
return true;
}
if (cVar2 == '\n') {
return false;
}
pcVar1 = pcVar1 + 1;
cVar2 = *pcVar1;
} while (cVar2 != '\0');
return false;
}
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.