L L4D2node

RR::CIncrementOperator::Apply

0x005d0ab0 · 86 bytes · __thiscall

_ZN2RR18CIncrementOperator5ApplyEPKcS2_Pci

Decompiled

undefined (5 params)

/* RR::CIncrementOperator::Apply(char const*, char const*, char*, int) */

undefined4 __thiscall
RR::CIncrementOperator::Apply
          (CIncrementOperator *this,char *param_1,char *param_2,char *param_3,int param_4)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if (param_1 != (char *)0x0) {
    iVar2 = V_atoi(param_1);
  }
  iVar1 = V_atoi(param_2 + *(int *)(this + 4));
  V_snprintf(param_3,param_4,"%d",iVar2 + iVar1);
  return 1;
}

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)