L L4D2node

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 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)