L L4D2node

CSave::WriteTime

0x004a8420 · 197 bytes · __thiscall

_ZN5CSave9WriteTimeEPKcPKfi

Decompiled

undefined (4 params)

/* CSave::WriteTime(char const*, float const*, int) */

void __thiscall CSave::WriteTime(CSave *this,char *param_1,float *param_2,int param_3)

{
  int iVar1;
  float local_20 [4];
  
  WriteHeader(this,param_1,param_3 << 2);
  if (0 < param_3) {
    iVar1 = 0;
    do {
      local_20[0] = param_2[iVar1];
      if (local_20[0] == 0.0) {
        local_20[0] = -1.7014117e+38;
      }
      else if (((local_20[0] != -3.4028235e+38) && (local_20[0] != 3.4028235e+38)) &&
              (local_20[0] = local_20[0] - *(float *)(*(int *)(this + 0x1c) + 0x528),
              ABS(local_20[0]) < 0.001)) {
        local_20[0] = 0.001;
      }
      iVar1 = iVar1 + 1;
      (**(code **)(*(int *)this + 0x38))(this,local_20,4);
    } while (iVar1 != param_3);
  }
  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)