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 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.