L L4D2node

CCharge::CalculateChargeProgress

0x004d40f0 · 97 bytes · __thiscall

_ZNK7CCharge23CalculateChargeProgressEb

Decompiled

undefined (2 params)

/* CCharge::CalculateChargeProgress(bool) const */

longdouble __thiscall CCharge::CalculateChargeProgress(CCharge *this,bool param_1)

{
  float fVar1;
  
  fVar1 = (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x460)) /
          *(float *)(z_charge_duration._28_4_ + 0x2c);
  if (fVar1 <= 1.0) {
    if ((fVar1 < 0.5) && (param_1)) {
      return (longdouble)0.5;
    }
  }
  else {
    fVar1 = 1.0;
  }
  return (longdouble)fVar1;
}

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)