L L4D2node

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 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)