L L4D2node

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 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)