current_flow_distance_f
0x00971d50 · 206 bytes · __cdecl
_Z23current_flow_distance_fRK8CCommand
Decompiled
undefined (1 param)
/* current_flow_distance_f(CCommand const&) */
void current_flow_distance_f(CCommand *param_1)
{
int iVar1;
CTerrorPlayer *pCVar2;
longdouble lVar3;
longdouble lVar4;
double dVar5;
iVar1 = UTIL_GetCommandClient();
if (iVar1 != 0) {
pCVar2 = (CTerrorPlayer *)
__dynamic_cast(iVar1,&CBasePlayer::typeinfo,&CTerrorPlayer::typeinfo,0);
if (pCVar2 != (CTerrorPlayer *)0x0) {
lVar3 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar2,0);
if (*(float *)(TheNavMesh + 0x5f4) <= 0.0) {
dVar5 = 0.0;
}
else {
lVar4 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar2,0);
dVar5 = (double)(((float)lVar4 * 100.0) / *(float *)(TheNavMesh + 0x5f4));
}
Msg("Current flow distance: %f / %f %% \n",(double)(float)lVar3,dVar5);
}
}
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.