L L4D2node

Test_LoopForNumSeconds

0x0021a670 · 96 bytes · __cdecl

_Z22Test_LoopForNumSecondsRK8CCommand

Decompiled

undefined (1 param)

/* Test_LoopForNumSeconds(CCommand const&) */

void Test_LoopForNumSeconds(CCommand *param_1)

{
  undefined1 *puVar1;
  double dVar2;
  
  if (2 < *(int *)param_1) {
    dVar2 = strtod(*(char **)(param_1 + 0x410),(char **)0x0);
    puVar1 = &DAT_002c79d4;
    if (1 < *(int *)param_1) {
      puVar1 = *(undefined1 **)(param_1 + 0x40c);
    }
    CTestScriptMgr::LoopForNumSeconds(g_TestScriptMgr,(double)CONCAT44(SUB84(dVar2,0),puVar1));
    return;
  }
  Error();
  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)