L L4D2node

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 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)