CStaticPropMgr::OutputLevelStats
0x001e5c70 · 246 bytes · __thiscall
_ZN14CStaticPropMgr16OutputLevelStatsEv
Decompiled
undefined (1 param)
/* CStaticPropMgr::OutputLevelStats() */
void __thiscall CStaticPropMgr::OutputLevelStats(CStaticPropMgr *this)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int local_20;
iVar1 = *(int *)(this + 0x2c);
if (iVar1 < 1) {
iVar5 = 0;
}
else {
iVar5 = 0;
local_20 = 0;
iVar6 = 0;
do {
iVar1 = (**(code **)(*(int *)(*(int *)(this + 0x20) + iVar6) + 0x9c))
((int *)(*(int *)(this + 0x20) + iVar6));
if (iVar1 != 0) {
iVar1 = (**(code **)(*(int *)modelloader + 0x14))(modelloader,iVar1);
if (0 < *(int *)(iVar1 + 0xe8)) {
iVar3 = iVar1 + *(int *)(iVar1 + 0xec);
do {
if (0 < *(int *)(iVar3 + 4)) {
iVar2 = *(int *)(iVar3 + 0xc) + iVar3;
iVar4 = *(int *)(iVar3 + 4) * 0x94 + iVar2;
do {
iVar5 = iVar5 + *(int *)(iVar2 + 0x50);
iVar2 = iVar2 + 0x94;
} while (iVar2 != iVar4);
}
iVar3 = iVar3 + 0x10;
} while (iVar3 != *(int *)(iVar1 + 0xe8) * 0x10 + *(int *)(iVar1 + 0xec) + iVar1);
}
}
iVar6 = iVar6 + 0xd8;
local_20 = local_20 + 1;
iVar1 = *(int *)(this + 0x2c);
} while (local_20 < iVar1);
}
Warning("%d static prop instances in map\n",iVar1);
Warning("%d static prop models in map\n",*(undefined4 *)(this + 0x18));
Warning("%d static prop verts in map\n",iVar5);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.