L L4D2node

UTIL_AxisStringToPointPoint

0x00b2cfb0 · 167 bytes · __cdecl

_Z27UTIL_AxisStringToPointPointR6VectorS0_PKc

Decompiled

undefined (3 params)

/* UTIL_AxisStringToPointPoint(Vector&, Vector&, char const*) */

void UTIL_AxisStringToPointPoint(Vector *param_1,Vector *param_2,char *param_3)

{
  char *pcVar1;
  int in_GS_OFFSET;
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_strncpy(local_120,param_3,0x100);
  pcVar1 = strtok(local_120,",");
  if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
    UTIL_StringToVector((float *)param_1,pcVar1);
    while( true ) {
      pcVar1 = strtok((char *)0x0,",");
      if ((pcVar1 == (char *)0x0) || (*pcVar1 == '\0')) break;
      UTIL_StringToVector((float *)param_2,pcVar1);
    }
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* 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)