L L4D2node

CEngineStats::ComputeFrameTimeStats

0x001585e0 · 94 bytes · __thiscall

_ZN12CEngineStats21ComputeFrameTimeStatsEv

Decompiled

undefined (1 param)

/* CEngineStats::ComputeFrameTimeStats() */

void __thiscall CEngineStats::ComputeFrameTimeStats(CEngineStats *this)

{
  float fVar1;
  
  fVar1 = *(float *)(this + 0x60);
  *(double *)(this + 0x14) = (double)(fVar1 * 0.001);
  *(double *)(this + 0x24) = (double)(*(float *)(this + 100) * 0.001);
  if (fVar1 != 0.0) {
    *(double *)(this + 0x1c) = (double)(0.001 / fVar1);
    return;
  }
  *(undefined8 *)(this + 0x1c) = 0;
  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)