L L4D2node

ParseStringToEffectArray

0x00520120 · 318 bytes · __cdecl

_Z24ParseStringToEffectArrayPKcPA128_cPii

Decompiled

undefined (4 params)

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

int ParseStringToEffectArray(char *param_1,char *param_2,int *param_3,int param_4)

{
  int *piVar1;
  int iVar2;
  undefined1 *puVar3;
  int iVar4;
  char *pcVar5;
  int in_GS_OFFSET;
  char local_420 [1024];
  int local_20;
  
  iVar4 = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar2 = _V_strlen(param_1);
  if (iVar2 != 0) {
    pcVar5 = local_420;
    V_strncpy(pcVar5,param_1,0x400);
    puVar3 = (undefined1 *)V_stristr(pcVar5," ");
    if ((puVar3 != (undefined1 *)0x0) && (1 < param_4)) {
      while( true ) {
        *puVar3 = 0;
        V_strncpy(param_2,pcVar5,0x80);
        pcVar5 = puVar3 + 1;
        puVar3 = (undefined1 *)V_stristr(pcVar5," ");
        if (puVar3 == (undefined1 *)0x0) break;
        *puVar3 = 0;
        iVar2 = V_atoi(pcVar5);
        pcVar5 = puVar3 + 1;
        param_3[iVar4] = iVar2;
        iVar4 = iVar4 + 1;
        puVar3 = (undefined1 *)V_stristr(pcVar5," ");
        if ((puVar3 == (undefined1 *)0x0) || (param_2 = param_2 + 0x80, iVar4 == param_4 + -1))
        goto LAB_00520154;
      }
      piVar1 = param_3 + iVar4;
      iVar4 = iVar4 + 1;
      iVar2 = V_atoi(pcVar5);
      *piVar1 = iVar2;
    }
  }
LAB_00520154:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return iVar4;
  }
                    /* 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)