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 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.