L L4D2node

CVProfExport::GetNumBudgetGroups

0x00230da0 · 108 bytes · __thiscall

_ZN12CVProfExport18GetNumBudgetGroupsEv

Decompiled

undefined (1 param)

/* CVProfExport::GetNumBudgetGroups() */

int __thiscall CVProfExport::GetNumBudgetGroups(CVProfExport *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x10);
  iVar1 = CVProfile::GetNumBudgetGroups();
  if (iVar2 < iVar1) {
    iVar2 = *(int *)(this + 0x10);
  }
  else {
    iVar2 = CVProfile::GetNumBudgetGroups();
  }
  if (iVar2 < 1) {
    iVar2 = 0;
  }
  else {
    iVar3 = *(int *)(g_pVProfileForDisplay + 0x10a0);
    iVar1 = iVar3 + iVar2 * 8;
    iVar2 = 0;
    do {
      iVar2 = (iVar2 + 1) - (uint)((*(uint *)(iVar3 + 4) & *(uint *)(this + 0x1c)) == 0);
      iVar3 = iVar3 + 8;
    } while (iVar3 != iVar1);
  }
  return iVar2;
}

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)