L L4D2node

VerToInt

0x0017cb30 · 130 bytes · __regparm3

_ZL8VerToIntPKc

Decompiled

undefined (1 param)

/* VerToInt(char const*) */

long __regparm3 VerToInt(char *param_1)

{
  char cVar1;
  size_t sVar2;
  long lVar3;
  char *pcVar4;
  int in_GS_OFFSET;
  char local_30 [32];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (param_1 == (char *)0x0) {
    lVar3 = 0;
  }
  else {
    sVar2 = strlen(param_1);
    lVar3 = 0;
    if (sVar2 < 0x21) {
      cVar1 = *param_1;
      pcVar4 = local_30;
      while (cVar1 != '\0') {
        if (cVar1 != '.') {
          *pcVar4 = cVar1;
          pcVar4 = pcVar4 + 1;
        }
        param_1 = param_1 + 1;
        cVar1 = *param_1;
      }
      *pcVar4 = '\0';
      lVar3 = strtol(local_30,(char **)0x0,10);
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return lVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)