L L4D2node

star_memory

0x00214c30 · 79 bytes · __cdecl

_ZL11star_memoryRK8CCommand

Decompiled

undefined (1 param)

/* star_memory(CCommand const&) */

void star_memory(CCommand *param_1)

{
  int local_34 [3];
  undefined4 local_28;
  int local_18;
  
  mallinfo(local_34);
  Msg("sbrk size: %.2f MB, Used: %.2f MB, #mallocs = %d\n",(double)local_34[0] * 9.5367431640625e-07
      ,(double)local_18 * 9.5367431640625e-07,local_28);
  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)