L L4D2node

CResponseSystem::ResolveToken

0x005b7f10 · 178 bytes · __thiscall

_ZN15CResponseSystem12ResolveTokenER7MatcherPcjPKc

Decompiled

undefined (5 params)

/* CResponseSystem::ResolveToken(Matcher&, char*, unsigned int, char const*) */

void __thiscall
CResponseSystem::ResolveToken
          (CResponseSystem *this,Matcher *param_1,char *param_2,uint param_3,char *param_4)

{
  longdouble lVar1;
  bool local_d;
  
  if (*param_4 != '[') {
    V_strncpy(param_2,param_4,param_3);
    return;
  }
  local_d = false;
  lVar1 = (longdouble)LookupEnumeration(this,param_4,&local_d);
  if (local_d == false) {
    V_strncpy(param_2,param_4,param_3);
    ResponseWarning(this,"No such enumeration \'%s\'\n",param_2);
    return;
  }
  V_snprintf(param_2,param_3,"%f",(double)(float)lVar1);
  return;
}

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)