L L4D2node

CHLTVServer::GetGlobalStats

0x00170b50 · 134 bytes · __thiscall

_ZN11CHLTVServer14GetGlobalStatsERiS0_S0_

Decompiled

undefined (4 params)

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

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

{
  char cVar1;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x54))(this);
  if (cVar1 != '\0') {
    GetRelayStats(this,(int *)(this + 0x63b8),(int *)(this + 0x63b0),(int *)(this + 0x63b4));
    iVar2 = (**(code **)(*(int *)(this + 4) + 0x18))(this + 4);
    *(int *)(this + 0x63b0) = *(int *)(this + 0x63b0) + iVar2;
    iVar2 = (**(code **)(*(int *)(this + 4) + 0xc))(this + 4);
    *(int *)(this + 0x63b4) = *(int *)(this + 0x63b4) + iVar2;
  }
  *param_1 = *(int *)(this + 0x63b8);
  *param_2 = *(int *)(this + 0x63b0);
  *param_3 = *(int *)(this + 0x63b4);
  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)