L L4D2node

sv_querycache_stats

0x0049ce00 · 89 bytes · __cdecl

_ZL19sv_querycache_statsRK8CCommand

Decompiled

undefined (1 param)

/* sv_querycache_stats(CCommand const&) */

void sv_querycache_stats(CCommand *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  
  iVar2 = 0;
  for (puVar1 = s_VictimList; puVar1 != (undefined4 *)0x0; puVar1 = (undefined4 *)*puVar1) {
    iVar2 = iVar2 + 1;
  }
  Warning("%d queries, %d misses (%d free) suc spec = %d wasted spec=%d\n",s_nNumCacheQueries,
          s_nNumCacheMisses,iVar2,s_SuccessfulSpeculatives,s_WastedSpeculativeUpdates);
  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)