L L4D2node

CCommand::FindArgInt

0x0003eb40 · 67 bytes · __thiscall

_ZNK8CCommand10FindArgIntEPKci

Decompiled

undefined (3 params)

/* CCommand::FindArgInt(char const*, int) const */

long __thiscall CCommand::FindArgInt(CCommand *this,char *param_1,int param_2)

{
  char *__nptr;
  long lVar1;
  
  __nptr = (char *)FindArg(this,param_1);
  if (__nptr != (char *)0x0) {
    lVar1 = strtol(__nptr,(char **)0x0,10);
    return lVar1;
  }
  return param_2;
}

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)