L L4D2node

timet_to_timestamp

0x000edf50 · 71 bytes · __cdecl

_Z18timet_to_timestampl

Decompiled

undefined (1 param)

/* timet_to_timestamp(long) */

uint timet_to_timestamp(long param_1)

{
  tm *ptVar1;
  
  ptVar1 = localtime(&param_1);
  if (ptVar1 != (tm *)0x0) {
    return (((ptVar1->tm_year & 0x7fU) - 0x50) * 0x200 | ((ptVar1->tm_mon & 0xfU) + 1) * 0x20 |
           ptVar1->tm_mday & 0x1fU) << 0x10 | param_1;
  }
  return 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)