L L4D2node

UpdatePerfStats

0x004617b0 · 172 bytes · unknown

_Z15UpdatePerfStatsv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* UpdatePerfStats() */

void UpdatePerfStats(void)

{
  float fVar1;
  longdouble lVar2;
  
  lVar2 = (longdouble)Plat_FloatTime();
  fVar1 = (float)lVar2;
  if (((((float)CBGSDriver._4824_4_ == -1.0) || (1.0 <= fVar1 - (float)CBGSDriver._4824_4_)) &&
      (0.0 < (float)CBGSDriver._4820_4_)) && ((float)CBGSDriver._4820_4_ < fVar1)) {
    *(float *)(CBGSDriver + CBGSDriver._4816_4_ * 8 + 0xc) =
         1.0 / (fVar1 - (float)CBGSDriver._4820_4_);
    CBGSDriver._4816_4_ = CBGSDriver._4816_4_ + 1;
    CBGSDriver._4824_4_ = fVar1;
    if (CBGSDriver._4816_4_ == 600) {
      CBGSDriver._4816_4_ = 0;
      CBGSDriver[0x12cc] = 1;
    }
  }
  CBGSDriver._4820_4_ = fVar1;
  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)