L L4D2node

CChoreoScene::ParseFPS

0x00bafce0 · 106 bytes · __thiscall

_ZN12CChoreoScene8ParseFPSEv

Decompiled

undefined (1 param)

/* CChoreoScene::ParseFPS() */

void __thiscall CChoreoScene::ParseFPS(CChoreoScene *this)

{
  char *__nptr;
  long lVar1;
  int iVar2;
  int iVar3;
  
  (**(code **)(**(int **)(this + 0xa4) + 4))(*(int **)(this + 0xa4),1);
  __nptr = (char *)(**(code **)**(undefined4 **)(this + 0xa4))(*(undefined4 **)(this + 0xa4));
  lVar1 = strtol(__nptr,(char **)0x0,10);
  iVar3 = 10;
  if (9 < lVar1) {
    iVar3 = lVar1;
  }
  iVar2 = 0xf0;
  if (iVar3 < 0xf1) {
    iVar2 = iVar3;
  }
  *(int *)(this + 0x128) = iVar2;
  return;
}

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)