L L4D2node

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 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)