UTIL_StripToken
0x00b2dba0 · 79 bytes · __cdecl
_Z15UTIL_StripTokenPKcPci
Decompiled
undefined (3 params)
/* UTIL_StripToken(char const*, char*, int) */
void UTIL_StripToken(char *param_1,char *param_2,int param_3)
{
int iVar1;
int iVar2;
char cVar3;
if (((param_3 < 2) || (cVar3 = *param_1, cVar3 == '\0')) || (cVar3 == '#')) {
iVar1 = 0;
}
else {
iVar2 = 0;
do {
iVar1 = iVar2 + 1;
param_2[iVar2] = cVar3;
if ((iVar1 == param_3 + -1) || (cVar3 = param_1[iVar1], cVar3 == '\0')) break;
iVar2 = iVar1;
} while (cVar3 != '#');
}
param_2[iVar1] = '\0';
return;
}
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.