SplitContext
0x005a9640 · 410 bytes · __cdecl
_Z12SplitContextPKcPciS1_iPfS0_
Decompiled
undefined (7 params)
/* SplitContext(char const*, char*, int, char*, int, float*, char const*) */
int SplitContext(char *param_1,char *param_2,int param_3,char *param_4,int param_5,float *param_6,
char *param_7)
{
char *pcVar1;
int iVar2;
uint uVar3;
uint uVar4;
int iVar5;
int iVar6;
bool bVar7;
double dVar8;
iVar2 = _V_strstr(param_1,":");
if (iVar2 == 0) {
DevMsg("SplitContext: warning, ignoring context \'%s\', missing colon separator!\n",param_1);
LAB_005a97c2:
*param_4 = '\0';
*param_2 = '\0';
iVar2 = 0;
}
else {
iVar6 = iVar2 - (int)param_1;
iVar5 = iVar6 + 1;
if (param_3 < iVar6 + 1) {
iVar5 = param_3;
}
V_strncpy(param_2,param_1,iVar5);
iVar5 = param_3 + -1;
if (iVar6 <= param_3 + -1) {
iVar5 = iVar6;
}
param_2[iVar5] = '\0';
pcVar1 = (char *)(iVar2 + 1);
uVar3 = _V_strstr(pcVar1,",");
bVar7 = uVar3 == 0;
if (bVar7) {
iVar5 = _V_strlen(pcVar1);
uVar3 = iVar2 + 1 + iVar5;
}
uVar4 = _V_strstr(pcVar1,":");
if ((uVar4 < uVar3) && (uVar4 != 0)) {
if (param_6 != (float *)0x0) {
dVar8 = strtod((char *)(uVar4 + 1),(char **)0x0);
*param_6 = (float)dVar8;
}
if (9 < (byte)(*(char *)(uVar4 + 1) - 0x30U)) {
DevMsg("SplitContext: warning, ignoring context \'%s\', missing comma separator! Entire context was \'%s\'.\n"
,param_1,param_7);
goto LAB_005a97c2;
}
iVar2 = param_5 + -1;
if ((int)(uVar4 - (int)pcVar1) <= param_5 + -1) {
iVar2 = uVar4 - (int)pcVar1;
}
}
else {
if (param_6 != (float *)0x0) {
*param_6 = 0.0;
}
iVar2 = uVar3 - (int)pcVar1;
if (param_5 + -1 < (int)(uVar3 - (int)pcVar1)) {
iVar2 = param_5 + -1;
}
}
V_strncpy(param_4,pcVar1,iVar2 + 1);
param_4[iVar2] = '\0';
iVar2 = 0;
if (!bVar7) {
iVar2 = uVar3 + 1;
}
}
return iVar2;
}
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.