L L4D2node

Host_CheckDumpMemoryStats

0x00176b00 · 332 bytes · unknown

_Z25Host_CheckDumpMemoryStatsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Host_CheckDumpMemoryStats() */

void Host_CheckDumpMemoryStats(void)

{
  char cVar1;
  char *pcVar2;
  int in_GS_OFFSET;
  longdouble lVar3;
  char local_110 [256];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)(mem_test_each_frame._28_4_ + 0x30) == 0) {
    if (*(int *)(mem_test_every_n_seconds._28_4_ + 0x30) < 1) goto LAB_00176b69;
    lVar3 = (longdouble)Plat_FloatTime();
    if ((float)lVar3 - g_TimeLastMemTest <= (float)*(int *)(mem_test_every_n_seconds._28_4_ + 0x30))
    goto LAB_00176b69;
    g_TimeLastMemTest = (float)lVar3;
    cVar1 = MemTest();
  }
  else {
    cVar1 = MemTest();
  }
  if (cVar1 == '\0') {
    cVar1 = Plat_IsInDebugSession(0);
    if (cVar1 != '\0') {
      raise(5);
    }
    Error("Heap is corrupt\n");
  }
LAB_00176b69:
  if (0.0 < *(float *)(mem_periodicdumps._28_4_ + 0x2c)) {
    lVar3 = (longdouble)Plat_FloatTime();
    if ((double)*(float *)(mem_periodicdumps._28_4_ + 0x2c) <
        (double)lVar3 - g_flLastPeriodicMemDump) {
      pcVar2 = &DAT_003b7f70;
      if (DAT_003b7f70 == '\0') {
        pcVar2 = "nomap";
      }
      V_FileBase(pcVar2,local_110,0x100);
      g_flLastPeriodicMemDump = (double)lVar3;
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)