L L4D2node

PitchToString

0x00598b60 · 107 bytes · __cdecl

_Z13PitchToStringf

Decompiled

undefined (1 param)

/* PitchToString(float) */

undefined1 * PitchToString(float param_1)

{
  undefined1 *puVar1;
  
  if (param_1 == (float)g_pPitchLookup._0_4_) {
    puVar1 = g_pPitchLookup;
  }
  else if (param_1 == (float)g_pPitchLookup._8_4_) {
    puVar1 = (undefined1 *)0xf212b8;
  }
  else {
    puVar1 = (undefined1 *)0xf212c0;
    if (param_1 != (float)g_pPitchLookup._16_4_) {
      V_snprintf(PitchToString(float)::sz,0x20,"%.3f",(double)param_1);
      return PitchToString(float)::sz;
    }
  }
  return *(undefined1 **)(puVar1 + 4);
}

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)