ParseStringToken
0x00b6cb20 · 138 bytes · __regparm3
_ZL16ParseStringTokenPKcPS0_
Decompiled
undefined (2 params)
/* ParseStringToken(char const*, char const**) */
void __regparm3 ParseStringToken(char *param_1,char **param_2)
{
char cVar1;
byte bVar2;
cVar1 = *param_1;
if ((int)cVar1 - 9U < 0x18) {
bVar2 = (byte)((int)cVar1 - 9U);
while ((1 << (bVar2 & 0x1f) & 0x80001fU) != 0) {
param_1 = param_1 + 1;
cVar1 = *param_1;
if (0x17 < (int)cVar1 - 9U) break;
bVar2 = (byte)((int)cVar1 - 9U);
}
}
while ((cVar1 != '\0' &&
((0x17 < (int)cVar1 - 9U || ((1 << ((byte)((int)cVar1 - 9U) & 0x1f) & 0x80001fU) == 0)))))
{
param_1 = param_1 + 1;
cVar1 = *param_1;
}
if (param_2 != (char **)0x0) {
*param_2 = param_1;
}
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.