L L4D2node

V_normalizeFloatString

0x00049060 · 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 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)