L L4D2node

coerciblevariant_t::ConvertFloat

0x00644e80 · 164 bytes · __thiscall

_ZNK18coerciblevariant_t12ConvertFloatEv

Decompiled

undefined (1 param)

/* coerciblevariant_t::ConvertFloat() const */

longdouble __thiscall coerciblevariant_t::ConvertFloat(coerciblevariant_t *this)

{
  uint uVar1;
  undefined *puVar2;
  float fVar3;
  float fVar4;
  double dVar5;
  
  switch(*(undefined4 *)(this + 0x14)) {
  default:
    return (longdouble)0.0;
  case 1:
  case 5:
  case 6:
    return (longdouble)*(float *)(this + 8);
  case 2:
    dVar5 = strtod(*(char **)(this + 0xc),(char **)0x0);
    fVar4 = (float)dVar5;
    break;
  case 0xd:
    uVar1 = *(uint *)(this + 0x10);
    fVar3 = 0.0;
    fVar4 = 0.0;
    if ((((uVar1 != 0xffffffff) &&
         (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, fVar4 = fVar3,
         puVar2 != (undefined *)0xfffffffc)) && (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
       (*(int *)(puVar2 + 4) != 0)) {
      fVar4 = 1.0;
    }
  }
  return (longdouble)fVar4;
}

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)