L L4D2node

host_runofftime

0x00175470 · 203 bytes · __cdecl

_ZL15host_runofftimeRK8CCommand

Decompiled

undefined (1 param)

/* host_runofftime(CCommand const&) */

void host_runofftime(CCommand *param_1)

{
  float fVar1;
  double dVar2;
  
  if (*(int *)param_1 != 2) {
    ConMsg("Usage:  host_runofftime <seconds>\n");
    return;
  }
  if (1 < DAT_003b7f64) {
    if (1 < DAT_003b8064) {
      ConMsg("host_runofftime:  only valid in single player\n");
      return;
    }
    dVar2 = strtod(*(char **)(param_1 + 0x40c),(char **)0x0);
    fVar1 = (float)dVar2;
    if (0.0 < fVar1) {
      if (fVar1 <= 900.0) {
        ConMsg("Skipping ahead for %f seconds\n",(double)fVar1);
        SCR_UpdateScreen();
        SCR_UpdateScreen();
        return;
      }
      ConMsg("host_runofftime would run off %.2f minutes!!! ignoring\n",
             (double)(fVar1 * 0.016666668));
    }
    return;
  }
  ConMsg("host_runofftime:  must be running a server\n");
  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)