L L4D2node

Script_GetCurrentFlowPercentForPlayer

0x00b444d0 · 171 bytes · __cdecl

_ZL37Script_GetCurrentFlowPercentForPlayerP9HSCRIPT__

Decompiled

undefined (1 param)

/* Script_GetCurrentFlowPercentForPlayer(HSCRIPT__*) */

longdouble Script_GetCurrentFlowPercentForPlayer(HSCRIPT__ *param_1)

{
  code *pcVar1;
  char cVar2;
  ScriptClassDesc_t *pSVar3;
  CTerrorPlayer *pCVar4;
  longdouble lVar5;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    pCVar4 = (CTerrorPlayer *)(*pcVar1)(g_pScriptVM,param_1,pSVar3);
    if (((pCVar4 != (CTerrorPlayer *)0x0) &&
        (cVar2 = (**(code **)(*(int *)pCVar4 + 0x16c))(pCVar4), cVar2 != '\0')) &&
       (0.0 < *(float *)(TheNavMesh + 0x5f4))) {
      lVar5 = (longdouble)CTerrorPlayer::GetFlowDistance(pCVar4,0);
      return (longdouble)(((float)lVar5 * 100.0) / *(float *)(TheNavMesh + 0x5f4));
    }
  }
  return (longdouble)0.0;
}

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)