L L4D2node

CBuildNumber::ComputeBuildNumber

0x00113ce0 · 193 bytes · __thiscall

_ZN12CBuildNumber18ComputeBuildNumberEv

Decompiled

undefined (1 param)

/* CBuildNumber::ComputeBuildNumber() */

void __thiscall CBuildNumber::ComputeBuildNumber(CBuildNumber *this)

{
  char *pcVar1;
  int iVar2;
  long lVar3;
  uint uVar4;
  int iVar5;
  int iVar6;
  
  iVar6 = 0;
  iVar5 = 0;
  do {
    iVar2 = V_strncasecmp(date,(&mon)[iVar5],3);
    if (iVar2 == 0) break;
    pcVar1 = &mond + iVar5;
    iVar5 = iVar5 + 1;
    iVar6 = iVar6 + *pcVar1;
  } while (iVar5 != 0xb);
  lVar3 = strtol(date + 4,(char **)0x0,10);
  uVar4 = strtol(date + 7,(char **)0x0,10);
  iVar6 = (int)((double)(int)(uVar4 - 0x76d) * 365.25) + iVar6 + -1 + lVar3;
  *(int *)this = iVar6;
  if ((uVar4 & 3) == 0) {
    iVar6 = iVar6 + (uint)(1 < iVar5);
  }
  *(int *)this = iVar6 + -0x8b9b;
  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)