CVEngineServer::GetLoadingProgressForUserID
0x0022b4b0 · 102 bytes · __thiscall
_ZN14CVEngineServer27GetLoadingProgressForUserIDEi
Decompiled
undefined (2 params)
/* CVEngineServer::GetLoadingProgressForUserID(int) */
int __thiscall CVEngineServer::GetLoadingProgressForUserID(CVEngineServer *this,int param_1)
{
int *piVar1;
int iVar2;
int iVar3;
if (DAT_003b7f64 < 2) {
return 0;
}
iVar3 = 0;
if (0 < DAT_003b8080) {
do {
piVar1 = *(int **)(DAT_003b8074 + iVar3 * 4);
iVar2 = (**(code **)(*piVar1 + 0x14))(piVar1);
if (iVar2 == param_1) {
return piVar1[0x40];
}
iVar3 = iVar3 + 1;
} while (iVar3 < DAT_003b8080);
}
return -1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.