L L4D2node

Host_GetHostInfo

0x0017a070 · 106 bytes · __cdecl

_Z16Host_GetHostInfoPfPiS0_Pci

Decompiled

undefined (5 params)

/* Host_GetHostInfo(float*, int*, int*, char*, int) */

void Host_GetHostInfo(float *param_1,int *param_2,int *param_3,char *param_4,int param_5)

{
  int iVar1;
  
  iVar1 = CBaseServer::GetNumClients((CBaseServer *)&sv);
  *param_1 = g_fFramesPerSecond;
  *param_2 = iVar1;
  if (param_4 != (char *)0x0) {
    if (DAT_003b7f70 == '\0') {
      *param_4 = '\0';
    }
    else {
      V_strncpy(param_4,&DAT_003b7f70,param_5);
    }
  }
  iVar1 = CBaseServer::GetMaxClients((CBaseServer *)&sv);
  *param_3 = iVar1;
  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)