L L4D2node

DmeTime_t::operator/=

0x00bf1370 · 53 bytes · __thiscall

_ZN9DmeTime_tdVEf

Decompiled

undefined (2 params)

/* DmeTime_t::TEMPNAMEPLACEHOLDERVALUE(float) */

void __thiscall DmeTime_t::operator/=(DmeTime_t *this,float param_1)

{
  int iVar1;
  float fVar2;
  float in_stack_0000000c;
  
  fVar2 = (float)*(int *)param_1 / in_stack_0000000c + 0.5;
  iVar1 = (int)fVar2;
  if (fVar2 < (float)iVar1) {
    iVar1 = iVar1 + -1;
  }
  *(int *)param_1 = iVar1;
  *(int *)this = iVar1;
  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)