L L4D2node

CHLTVServer::GetLocalStats

0x0016f160 · 63 bytes · __thiscall

_ZN11CHLTVServer13GetLocalStatsERiS0_S0_

Decompiled

undefined (4 params)

/* CHLTVServer::GetLocalStats(int&, int&, int&) */

void __thiscall CHLTVServer::GetLocalStats(CHLTVServer *this,int *param_1,int *param_2,int *param_3)

{
  CHLTVServer *pCVar1;
  int iVar2;
  
  pCVar1 = this + 4;
  iVar2 = (**(code **)(*(int *)(this + 4) + 0x10))(pCVar1);
  *param_1 = iVar2;
  iVar2 = (**(code **)(*(int *)(this + 4) + 0xc))(pCVar1);
  *param_3 = iVar2;
  iVar2 = (**(code **)(*(int *)(this + 4) + 0x18))(pCVar1);
  *param_2 = iVar2;
  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)