L L4D2node

CRestore::ReadTime

0x004a5f60 · 147 bytes · __thiscall

_ZN8CRestore8ReadTimeEPfii

Decompiled

undefined (4 params)

/* CRestore::ReadTime(float*, int, int) */

void __thiscall CRestore::ReadTime(CRestore *this,float *param_1,int param_2,int param_3)

{
  float fVar1;
  float fVar2;
  int iVar3;
  
  fVar1 = *(float *)(*(int *)(this + 0x1c) + 0x528);
  iVar3 = (**(code **)(*(int *)this + 0x44))(this,param_1,param_2,param_3);
  iVar3 = iVar3 + -1;
  if (iVar3 < 0) {
    return;
  }
  do {
    while (fVar2 = param_1[iVar3], fVar2 != -1.7014117e+38) {
      if ((fVar2 == -3.4028235e+38) || (fVar2 == 3.4028235e+38)) goto LAB_004a5faf;
      param_1[iVar3] = fVar2 + fVar1;
      iVar3 = iVar3 + -1;
      if (iVar3 == -1) {
        return;
      }
    }
    param_1[iVar3] = 0.0;
LAB_004a5faf:
    iVar3 = iVar3 + -1;
    if (iVar3 == -1) {
      return;
    }
  } 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)