L L4D2node

ParseToken

0x0068daa0 · 67 bytes · unknown

_Z10ParseTokenv.part.18

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* ParseToken() [clone .part.18] */

bool ParseToken(void)

{
  currenttoken = (**(code **)(*engine + 0xe4))(engine,currenttoken,&token,0x4b4);
  tokencount = tokencount + 1;
  return currenttoken != 0;
}

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)