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 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.