L L4D2node

CHLTVServer::GetNetStats

0x00173d50 · 138 bytes · __thiscall

_ZN11CHLTVServer11GetNetStatsERfS0_

Decompiled

undefined (3 params)

/* CHLTVServer::GetNetStats(float&, float&) */

void __thiscall CHLTVServer::GetNetStats(CHLTVServer *this,float *param_1,float *param_2)

{
  longdouble lVar1;
  
  CBaseServer::GetNetStats((CBaseServer *)(this + 4),param_1,param_2);
  if (*(int *)(this + 0x274) != 6) {
    return;
  }
  lVar1 = (longdouble)(**(code **)(**(int **)(this + 0x224) + 0x34))(*(int **)(this + 0x224),1);
  *param_1 = (float)lVar1 + *param_1;
  lVar1 = (longdouble)(**(code **)(**(int **)(this + 0x224) + 0x34))(*(int **)(this + 0x224),0);
  *param_2 = (float)lVar1 + *param_2;
  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)