L L4D2node

CTerrorPlayer::GetProgressBarPercent

0x004f3120 · 97 bytes · __thiscall

_ZNK13CTerrorPlayer21GetProgressBarPercentEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetProgressBarPercent() const */

longdouble __thiscall CTerrorPlayer::GetProgressBarPercent(CTerrorPlayer *this)

{
  char cVar1;
  float fVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x89c))(this);
  fVar2 = 0.0;
  if (cVar1 != '\0') {
    fVar2 = 1.0;
    if (*(float *)(this + 0x94) <= *(float *)(this + 0x2908) + *(float *)(this + 0x2904)) {
      fVar2 = (*(float *)(this + 0x94) - *(float *)(this + 0x2904)) / *(float *)(this + 0x2908);
    }
  }
  return (longdouble)fVar2;
}

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)