L L4D2node

COM_FormatSeconds

0x001273f0 · 179 bytes · __cdecl

_Z17COM_FormatSecondsi

Decompiled

undefined (1 param)

/* COM_FormatSeconds(int) */

undefined1 * COM_FormatSeconds(int param_1)

{
  int iVar1;
  
  iVar1 = param_1 / 0x3c;
  if (0 < iVar1) {
    param_1 = param_1 % 0x3c;
    if (iVar1 / 0x3c != 0) {
      V_snprintf(COM_FormatSeconds(int)::string,0x40,"%2i:%02i:%02i",iVar1 / 0x3c,iVar1 % 0x3c,
                 param_1);
      return COM_FormatSeconds(int)::string;
    }
  }
  V_snprintf(COM_FormatSeconds(int)::string,0x40,"%02i:%02i",iVar1,param_1);
  return COM_FormatSeconds(int)::string;
}

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)