V_normalizeFloatString
0x0025d0f0 · 114 bytes · __cdecl
_Z22V_normalizeFloatStringPc
Decompiled
undefined (1 param)
/* V_normalizeFloatString(char*) */
void V_normalizeFloatString(char *param_1)
{
char *pcVar1;
size_t sVar2;
int iVar3;
char cVar4;
pcVar1 = strchr(param_1,0x2e);
if (((pcVar1 != (char *)0x0) && (param_1 != (char *)0x0)) &&
(sVar2 = strlen(param_1), 1 < (int)sVar2)) {
iVar3 = sVar2 - 1;
pcVar1 = param_1 + iVar3;
if (*pcVar1 == '0') {
do {
*pcVar1 = '\0';
if (iVar3 == 1) {
return;
}
cVar4 = param_1[iVar3 + -1];
iVar3 = iVar3 + -1;
pcVar1 = param_1 + iVar3;
} while (cVar4 == '0');
}
else {
cVar4 = *pcVar1;
}
if (cVar4 == '.') {
*pcVar1 = '\0';
return;
}
}
return;
}
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.