CResponseSystem::AppearsToBeANumber
0x005b4f20 · 111 bytes · __cdecl
_ZN15CResponseSystem18AppearsToBeANumberEPKc
Decompiled
undefined (1 param)
/* CResponseSystem::AppearsToBeANumber(char const*) */
bool CResponseSystem::AppearsToBeANumber(char *param_1)
{
char cVar1;
bool bVar2;
double dVar3;
dVar3 = strtod(param_1,(char **)0x0);
bVar2 = true;
if ((dVar3 == 0.0) && (cVar1 = *param_1, cVar1 != '\0')) {
bVar2 = cVar1 != '0' && cVar1 != '.';
if (cVar1 != '0' && cVar1 != '.') {
bVar2 = false;
}
else {
do {
param_1 = param_1 + 1;
cVar1 = *param_1;
if (cVar1 == '\0') {
return true;
}
} while ((cVar1 == '.') || (cVar1 == '0'));
}
}
return bVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.