L L4D2node

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 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)