L L4D2node

CTerrorPlayer::IsProgressBarActive

0x004f30b0 · 97 bytes · __thiscall

_ZNK13CTerrorPlayer19IsProgressBarActiveEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsProgressBarActive() const */

undefined4 __thiscall CTerrorPlayer::IsProgressBarActive(CTerrorPlayer *this)

{
  int iVar1;
  
  if (0.0 < *(float *)(this + 0x2908)) {
    iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if ((iVar1 == 3) && (iVar1 = (**(code **)(*(int *)this + 0x544))(this), iVar1 == 3)) {
      return 1;
    }
    if (*(float *)(gpGlobals + 0xc) <= *(float *)(this + 0x2908) + *(float *)(this + 0x2904)) {
      return 1;
    }
  }
  return 0;
}

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)