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 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.