L L4D2node

CBaseServer::GetNetStats

0x00106d90 · 199 bytes · __thiscall

_ZN11CBaseServer11GetNetStatsERfS0_

Decompiled

undefined (3 params)

/* CBaseServer::GetNetStats(float&, float&) */

void __thiscall CBaseServer::GetNetStats(CBaseServer *this,float *param_1,float *param_2)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  longdouble lVar4;
  
  iVar3 = 0;
  *param_2 = 0.0;
  *param_1 = 0.0;
  if (0 < *(int *)(this + 0x120)) {
    do {
      while( true ) {
        piVar2 = *(int **)(*(int *)(this + 0x114) + iVar3 * 4);
        cVar1 = (**(code **)(*piVar2 + 0x78))(piVar2);
        if ((cVar1 == '\0') && (cVar1 = (**(code **)(*piVar2 + 0x6c))(piVar2), cVar1 != '\0'))
        break;
        iVar3 = iVar3 + 1;
        if (*(int *)(this + 0x120) <= iVar3) {
          return;
        }
      }
      iVar3 = iVar3 + 1;
      piVar2 = (int *)(**(code **)(*piVar2 + 0x20))(piVar2);
      lVar4 = (longdouble)(**(code **)(*piVar2 + 0x34))(piVar2,1);
      *param_1 = (float)lVar4 + *param_1;
      lVar4 = (longdouble)(**(code **)(*piVar2 + 0x34))(piVar2,0);
      *param_2 = (float)lVar4 + *param_2;
    } while (iVar3 < *(int *)(this + 0x120));
  }
  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)