ParseStringToVector
0x0051fcc0 · 219 bytes · __cdecl
_Z19ParseStringToVectorPKcR6Vector
Decompiled
undefined (2 params)
/* ParseStringToVector(char const*, Vector&) */
void ParseStringToVector(char *param_1,Vector *param_2)
{
undefined1 *puVar1;
undefined1 *puVar2;
int in_GS_OFFSET;
longdouble lVar3;
char local_420 [1024];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
V_strncpy(local_420,param_1,0x400);
puVar1 = (undefined1 *)V_stristr(local_420," ");
if (puVar1 != (undefined1 *)0x0) {
*puVar1 = 0;
lVar3 = (longdouble)V_atof(local_420);
*(float *)param_2 = (float)lVar3;
puVar2 = (undefined1 *)V_stristr(puVar1 + 1," ");
if (puVar2 != (undefined1 *)0x0) {
*puVar2 = 0;
lVar3 = (longdouble)V_atof(puVar1 + 1);
*(float *)(param_2 + 4) = (float)lVar3;
lVar3 = (longdouble)V_atof(puVar2 + 1);
*(float *)(param_2 + 8) = (float)lVar3;
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.