L L4D2node

ReadInterval

0x00468a70 · 254 bytes · __cdecl

_Z12ReadIntervalPKc

Decompiled

undefined (1 param)

/* ReadInterval(char const*) */

char * ReadInterval(char *param_1)

{
  char *pcVar1;
  int in_GS_OFFSET;
  double dVar2;
  double dVar3;
  char *in_stack_00000008;
  char local_90 [128];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  param_1[0] = '\0';
  param_1[1] = '\0';
  param_1[2] = '\0';
  param_1[3] = '\0';
  param_1[4] = '\0';
  param_1[5] = '\0';
  param_1[6] = '\0';
  param_1[7] = '\0';
  V_strncpy(local_90,in_stack_00000008,0x80);
  pcVar1 = strtok(local_90,",");
  if (pcVar1 != (char *)0x0) {
    dVar2 = strtod(pcVar1,(char **)0x0);
    *(float *)param_1 = (float)dVar2;
    pcVar1 = strtok((char *)0x0,",");
    if (pcVar1 != (char *)0x0) {
      dVar3 = strtod(pcVar1,(char **)0x0);
      *(float *)(param_1 + 4) = (float)(dVar3 - (double)(float)dVar2);
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return param_1;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)