L L4D2node

memory

0x0017c2b0 · 280 bytes · __cdecl

_ZL6memoryRK8CCommand

Decompiled

undefined (1 param)

/* memory(CCommand const&) */

void memory(CCommand *param_1)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  int iVar4;
  float local_10;
  
  iVar4 = 0;
  ConMsg("\nVideo Memory Used:\n");
  local_10 = 0.0;
  while( true ) {
    iVar1 = CVProfile::GetNumCounters();
    if (iVar1 <= iVar4) break;
    iVar1 = CVProfile::GetCounterGroup(0x40a01c);
    if (iVar1 == 2) {
      iVar1 = CVProfile::GetCounterValue(0x40a01c);
      local_10 = local_10 + (float)iVar1 * 9.536743e-07;
      pcVar2 = (char *)CVProfile::GetCounterName(0x40a01c);
      iVar3 = V_strnicmp(pcVar2,"TexGroup_Global_",0x10);
      if (iVar3 == 0) {
        pcVar2 = pcVar2 + 0x10;
      }
      ConMsg("%5.2f MB: %s\n",(double)((float)iVar1 * 9.536743e-07),pcVar2);
    }
    iVar4 = iVar4 + 1;
  }
  ConMsg("------------------\n");
  ConMsg("%5.2f MB: total\n",(double)local_10);
  ConMsg("\nHunk Memory Used %s:\n",&DAT_003b7f70);
  Hunk_Print();
  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)