AnalysisProgress
0x0072db90 · 291 bytes · __regparm3
_ZL16AnalysisProgressPKciib.constprop.117
Decompiled
undefined (4 params)
/* AnalysisProgress(char const*, int, int, bool) [clone .constprop.117] */
void __regparm3 AnalysisProgress(char *param_1,int param_2,int param_3,bool param_4)
{
KeyValues *this;
longdouble lVar1;
float fVar2;
char *in_stack_ffffffc8;
lVar1 = (longdouble)Plat_FloatTime();
fVar2 = (float)lVar1;
if (lastMsgTime + 10.0 < fVar2) {
in_stack_ffffffc8 = param_1;
if ((char)param_3 == '\0') {
Msg(&DAT_00c5799e);
lastMsgTime = fVar2;
}
else {
Msg("%s %.0f%%\n",param_1,(double)param_2);
lastMsgTime = fVar2;
}
}
this = KeyValues::operator_new((KeyValues *)0x2c,(uint)in_stack_ffffffc8);
/* try { // try from 0072dc1c to 0072dc20 has its CatchHandler @ 0072dcba */
KeyValues::KeyValues(this,"data",(IKeyValuesSystem *)0x0,false);
KeyValues::SetString(this,"msg",param_1);
KeyValues::SetInt(this,"total",100);
KeyValues::SetInt(this,"current",param_2);
ShowViewPortPanelToAll("nav_progress",true,this);
KeyValues::deleteThis();
return;
}
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.