L L4D2node

ParseStringToExclusionArray

0x0051fea0 · 283 bytes · __cdecl

_Z27ParseStringToExclusionArrayPKcPA128_ci

Decompiled

undefined (3 params)

/* ParseStringToExclusionArray(char const*, char (*) [128], int) */

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

{
  int iVar1;
  undefined1 *puVar2;
  int iVar3;
  char *pcVar4;
  char *pcVar5;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  iVar3 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = _V_strlen(param_1);
  if (iVar1 != 0) {
    pcVar5 = local_420;
    V_strncpy(pcVar5,param_1,0x400);
    puVar2 = (undefined1 *)V_stristr(pcVar5," ");
    if ((puVar2 == (undefined1 *)0x0) || (param_3 < 2)) {
      iVar1 = 0;
      iVar3 = 1;
    }
    else {
      iVar1 = 0;
      pcVar4 = param_2;
      do {
        iVar3 = iVar1;
        *puVar2 = 0;
        iVar1 = iVar3 + 1;
        V_strncpy(pcVar4,pcVar5,0x80);
        pcVar5 = puVar2 + 1;
        puVar2 = (undefined1 *)V_stristr(pcVar5," ");
        if (puVar2 == (undefined1 *)0x0) break;
        pcVar4 = pcVar4 + 0x80;
      } while (iVar1 != param_3 + -1);
      iVar3 = iVar3 + 2;
      iVar1 = iVar1 * 0x80;
    }
    _V_strcpy(param_2 + iVar1,pcVar5);
  }
  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)