CResponseSystem::TokenWaiting
0x005bead0 · 180 bytes · __thiscall
_ZN15CResponseSystem12TokenWaitingEv
Decompiled
undefined (1 param)
/* CResponseSystem::TokenWaiting() */
bool __thiscall CResponseSystem::TokenWaiting(CResponseSystem *this)
{
uint uVar1;
char cVar2;
int iVar3;
bool bVar4;
char *pcVar5;
if (0 < *(int *)(this + 0x3d8c)) {
pcVar5 = *(char **)(*(int *)(this + 0x3d80) + 8);
if (pcVar5 == (char *)0x0) {
Error("AI_ResponseSystem: Unxpected TokenWaiting() with NULL buffer in %s",
*(undefined4 *)(*(int *)(this + 0x3d80) + 4));
return false;
}
cVar2 = *pcVar5;
bVar4 = cVar2 != '\0' && cVar2 != '\n';
if (cVar2 == '\0' || cVar2 == '\n') {
return bVar4;
}
do {
if (cVar2 == '/') {
return pcVar5[1] != '/';
}
uVar1 = (int)cVar2 - 9;
if (0x17 < uVar1) {
return bVar4;
}
if ((1 << ((byte)uVar1 & 0x1f) & 0x80001fU) == 0) {
return bVar4;
}
iVar3 = isalnum((int)cVar2);
if (iVar3 != 0) {
return bVar4;
}
pcVar5 = pcVar5 + 1;
cVar2 = *pcVar5;
} while (cVar2 != '\n' && cVar2 != '\0');
}
return false;
}
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.