L L4D2node

CGameEventManager::DumpEventNetworkStats

0x00163f60 · 409 bytes · __thiscall

_ZN17CGameEventManager21DumpEventNetworkStatsEv

Decompiled

undefined (1 param)

/* CGameEventManager::DumpEventNetworkStats() */

void __thiscall CGameEventManager::DumpEventNetworkStats(CGameEventManager *this)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  int local_38;
  int local_34;
  int local_30;
  int local_2c;
  int local_24;
  int local_20;
  
  if (*(int *)(this + 0x10) < 1) {
    local_38 = 0;
  }
  else {
    iVar4 = 0;
    local_38 = 0;
    iVar5 = 0;
    do {
      pcVar1 = *(char **)(*(int *)(this + 0x7c) + *(int *)(*(int *)(this + 4) + 4 + iVar5) * 0x18 +
                         0x10);
      if ((pcVar1 != (char *)0x0) && (iVar2 = _V_strlen(pcVar1), local_38 < iVar2)) {
        local_38 = iVar2;
      }
      iVar4 = iVar4 + 1;
      iVar5 = iVar5 + 0x34;
    } while (iVar4 < *(int *)(this + 0x10));
  }
  Msg("%*s  Out    In  OutBits InBits  OutSize InSize  Notes\n",local_38,"Name");
  local_20 = 0;
  local_24 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      iVar5 = local_20 + *(int *)(this + 4);
      iVar4 = *(int *)(*(int *)(this + 0x7c) + *(int *)(iVar5 + 4) * 0x18 + 0x10);
      if (iVar4 != 0) {
        iVar2 = *(int *)(iVar5 + 0x24);
        iVar7 = *(int *)(iVar5 + 0x28);
        if (iVar2 == 0) {
          if (iVar7 != 0) goto LAB_00163ffc;
        }
        else {
          if (iVar7 == 0) {
            local_2c = *(int *)(iVar5 + 0x30);
            local_30 = 0;
LAB_001640bf:
            local_34 = *(int *)(iVar5 + 0x2c);
            iVar3 = local_34 / iVar2;
          }
          else {
LAB_00163ffc:
            local_2c = *(int *)(iVar5 + 0x30);
            local_30 = local_2c / iVar7;
            if (iVar2 != 0) goto LAB_001640bf;
            local_34 = *(int *)(iVar5 + 0x2c);
            iVar3 = 0;
          }
          iVar6 = local_38;
          Msg("%*s %5d %5d %7d %7d %7d %7d",local_38,iVar4,iVar2,iVar7,local_34,local_2c,iVar3,
              local_30);
          if (*(char *)(iVar5 + 0x20) != '\0') {
            Msg(" local",iVar6,iVar4,iVar2,iVar7,local_34,local_2c,iVar3,local_30);
          }
          if (*(char *)(iVar5 + 0x21) != '\0') {
            Msg(" reliable",iVar6,iVar4,iVar2,iVar7,local_34,local_2c,iVar3,local_30);
          }
          Msg("\n",iVar6,iVar4,iVar2,iVar7,local_34,local_2c,iVar3,local_30);
        }
      }
      local_24 = local_24 + 1;
      local_20 = local_20 + 0x34;
    } while (local_24 < *(int *)(this + 0x10));
  }
  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)