L L4D2node

ParseStringToIntArray

0x0051fda0 · 236 bytes · __cdecl

_Z21ParseStringToIntArrayPKcPii

Decompiled

undefined (3 params)

/* ParseStringToIntArray(char const*, int*, int) */

int ParseStringToIntArray(char *param_1,int *param_2,int param_3)

{
  undefined1 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  char *pcVar5;
  char *pcVar6;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  pcVar6 = local_420;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(pcVar6,param_1,0x400);
  puVar1 = (undefined1 *)V_stristr(pcVar6," ");
  if ((puVar1 == (undefined1 *)0x0) || (param_3 < 2)) {
    iVar4 = 0;
  }
  else {
    iVar3 = 0;
    pcVar5 = pcVar6;
    do {
      *puVar1 = 0;
      iVar4 = iVar3 + 1;
      pcVar6 = puVar1 + 1;
      iVar2 = V_atoi(pcVar5);
      param_2[iVar3] = iVar2;
      puVar1 = (undefined1 *)V_stristr(pcVar6," ");
      if (puVar1 == (undefined1 *)0x0) break;
      iVar3 = iVar4;
      pcVar5 = pcVar6;
    } while (iVar4 != param_3 + -1);
  }
  iVar3 = iVar4;
  if (*pcVar6 != '\0') {
    iVar3 = iVar4 + 1;
    iVar2 = V_atoi(pcVar6);
    param_2[iVar4] = iVar2;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)