L L4D2node

ParseFloats

0x0021ac70 · 177 bytes · __cdecl

_Z11ParseFloatsPKcPfi

Decompiled

undefined (3 params)

/* ParseFloats(char const*, float*, int) */

bool ParseFloats(char *param_1,float *param_2,int param_3)

{
  char cVar1;
  double dVar2;
  
  do {
    if ((param_1 == (char *)0x0) || (param_3 < 1)) {
      return param_3 == 0;
    }
    if (*param_1 != '\0') {
      cVar1 = g_WhiteSpace[*param_1];
      while (cVar1 == '\0') {
        param_1 = param_1 + 1;
        if (*param_1 == '\0') goto LAB_0021acbf;
        cVar1 = g_WhiteSpace[*param_1];
      }
      do {
        param_1 = param_1 + 1;
        if (*param_1 == '\0') break;
      } while (g_WhiteSpace[*param_1] != '\0');
    }
LAB_0021acbf:
    param_3 = param_3 + -1;
    dVar2 = strtod(param_1,(char **)0x0);
    *param_2 = (float)dVar2;
    param_2 = param_2 + 1;
  } while( true );
}

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)