ParseStringToGibArray
0x0051ffd0 · 321 bytes · __cdecl
_Z21ParseStringToGibArrayPKcPA128_ci
Decompiled
undefined (3 params)
/* ParseStringToGibArray(char const*, char (*) [128], int) */
int ParseStringToGibArray(char *param_1,char *param_2,int param_3)
{
int iVar1;
undefined1 *puVar2;
char *pcVar3;
int iVar4;
char *pcVar5;
char *pcVar6;
int in_GS_OFFSET;
char local_420 [1024];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar1 = _V_strlen(param_1);
iVar4 = 0;
if (iVar1 != 0) {
pcVar6 = local_420;
V_strncpy(pcVar6,param_1,0x400);
puVar2 = (undefined1 *)V_stristr(pcVar6," ");
if ((puVar2 == (undefined1 *)0x0) || (param_3 < 2)) {
iVar1 = 0;
iVar4 = 1;
}
else {
pcVar3 = param_2;
iVar1 = 0;
pcVar5 = pcVar6;
do {
iVar4 = iVar1;
*puVar2 = 0;
iVar1 = iVar4 + 1;
pcVar6 = puVar2 + 1;
V_snprintf(pcVar3,0x80,"models/infected/limbs/%s.mdl",pcVar5);
puVar2 = (undefined1 *)V_stristr(pcVar6," ");
if (puVar2 == (undefined1 *)0x0) break;
pcVar3 = pcVar3 + 0x80;
pcVar5 = pcVar6;
} while (iVar1 != param_3 + -1);
iVar4 = iVar4 + 2;
iVar1 = iVar1 * 0x80;
}
V_snprintf(param_2 + iVar1,0x80,"models/infected/limbs/%s.mdl",pcVar6);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return iVar4;
}
/* 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.