L L4D2node

CEngineStats::BeginRun

0x00158560 · 51 bytes · __thiscall

_ZN12CEngineStats8BeginRunEv

Decompiled

undefined (1 param)

/* CEngineStats::BeginRun() */

void __thiscall CEngineStats::BeginRun(CEngineStats *this)

{
  longdouble lVar1;
  
  this[0x5e] = (CEngineStats)0x1;
  *(undefined4 *)this = 0;
  if (this[0x68] != (CEngineStats)0x0) {
    VProf_StartRecording((char *)(this + 0x68));
  }
  lVar1 = (longdouble)Plat_FloatTime();
  *(double *)(this + 4) = (double)lVar1;
  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)