L L4D2node

CNetChan::GetStreamProgress

0x001ade00 · 152 bytes · __thiscall

_ZNK8CNetChan17GetStreamProgressEiPiS0_

Decompiled

undefined (4 params)

/* CNetChan::GetStreamProgress(int, int*, int*) const */

undefined4 __thiscall
CNetChan::GetStreamProgress(CNetChan *this,int param_1,int *param_2,int *param_3)

{
  CNetChan *pCVar1;
  int iVar2;
  
  *param_3 = 0;
  *param_2 = 0;
  if (param_1 == 1) {
    iVar2 = 2;
    do {
      if (*(int *)(this + 0x1ec) != 0) {
        *param_3 = *param_3 + *(int *)(this + 0x208) * 0x100;
        *param_2 = *param_2 + *(int *)(this + 0x20c) * 0x100;
      }
      this = this + 0x130;
      iVar2 = iVar2 + -1;
    } while (iVar2 != 0);
  }
  else {
    if (param_1 != 0) {
      return 0;
    }
    iVar2 = 2;
    pCVar1 = this + 0xbc;
    do {
      if (0 < *(int *)(pCVar1 + 0xc)) {
        *param_3 = *param_3 + *(int *)(**(int **)pCVar1 + 0x124) * 0x100;
        *param_2 = *param_2 + *(int *)(**(int **)pCVar1 + 0x128) * 0x100;
      }
      pCVar1 = pCVar1 + 0x14;
      iVar2 = iVar2 + -1;
    } while (iVar2 != 0);
  }
  return CONCAT31((int3)((uint)*param_3 >> 8),0 < *param_3);
}

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)