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 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.