L L4D2node

DmeFramerate_t::GetFramesPerSecond

0x00bf1270 · 67 bytes · __thiscall

_ZNK14DmeFramerate_t18GetFramesPerSecondEv

Decompiled

undefined (1 param)

/* DmeFramerate_t::GetFramesPerSecond() const */

longdouble __thiscall DmeFramerate_t::GetFramesPerSecond(DmeFramerate_t *this)

{
  return (longdouble)(((float)*(ushort *)this * 10000.0) / ((float)*(ushort *)(this + 2) + 0.0));
}

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)