L L4D2node

CThreadSafeMemoryPool::PrintStats

0x0008bd60 · 278 bytes · __thiscall

_ZN21CThreadSafeMemoryPool10PrintStatsEv

Decompiled

undefined (1 param)

/* CThreadSafeMemoryPool::PrintStats() */

void __thiscall CThreadSafeMemoryPool::PrintStats(CThreadSafeMemoryPool *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  
  iVar4 = ThreadGetCurrentId();
  LOCK();
  *(int *)(this + 0x20) = *(int *)(this + 0x20) + 1;
  UNLOCK();
  if ((0 < *(int *)(this + 0x1c)) ||
     (((*(int *)(this + 0x18) != 0 && (iVar4 != *(int *)(this + 0x18))) ||
      (cVar3 = ThreadInterlockedAssignIf64(this + 0x18,iVar4,0,0,0), cVar3 == '\0')))) {
    CThreadSpinRWLock::SpinLockForWrite((uint)(this + 0x18));
  }
  uVar1 = *(undefined4 *)(this + 0xc);
                    /* try { // try from 0008bdcc to 0008be19 has its CatchHandler @ 0008be82 */
  uVar5 = V_pretifymem((float)(*(uint *)(this + 0x10) >> 0x10) * 65536.0 +
                       (float)(*(uint *)(this + 0x10) & 0xffff),2,true);
  uVar2 = *(undefined4 *)(this + 0x34);
  uVar6 = V_pretifymem((float)*(int *)(this + 4),2,true);
  Msg("Block size: %s\tAlloc\'d: %d\tNum blobs: %d (%s)\n",uVar6,uVar1,uVar2,uVar5);
  CThreadSpinRWLock::UnlockWrite();
  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)