L L4D2node

CMemoryStack::PrintContents

0x00b74440 · 56 bytes · __thiscall

_ZN12CMemoryStack13PrintContentsEv

Decompiled

undefined (1 param)

/* CMemoryStack::PrintContents() */

void __thiscall CMemoryStack::PrintContents(CMemoryStack *this)

{
  Msg("Total used memory:      %d\n",*(int *)this - *(int *)(this + 0xc));
  Msg("Total committed memory: %d\n",*(undefined4 *)(this + 0x14));
  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)