L L4D2node

RegisterVProfDataListener

0x00230180 · 102 bytes · __cdecl

_Z25RegisterVProfDataListenerj

Decompiled

undefined (1 param)

/* RegisterVProfDataListener(unsigned int) */

void RegisterVProfDataListener(uint param_1)

{
  int iVar1;
  
  RemoveVProfDataListener(param_1);
  iVar1 = CUtlVector<VProfListenInfo_t,CUtlMemory<VProfListenInfo_t,int>>::InsertBefore
                    ((CUtlVector<VProfListenInfo_t,CUtlMemory<VProfListenInfo_t,int>> *)
                     &s_VProfListeners,DAT_003f0074);
  *(uint *)(s_VProfListeners + iVar1 * 0x1c) = param_1;
  g_VProfExport._24_4_ = g_VProfExport._24_4_ + 1;
  if (g_VProfExport._24_4_ == 1) {
    g_VProfExport[0x20] = 1;
  }
  WriteRemoteVProfGroupData((VProfListenInfo_t *)(iVar1 * 0x1c + s_VProfListeners));
  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)