L L4D2node

UpdateParentProcess

0x001092d0 · 160 bytes · unknown

_Z19UpdateParentProcessv

Decompiled

undefined (0 params)

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

void UpdateParentProcess(void)

{
  undefined4 uVar1;
  int in_GS_OFFSET;
  longdouble lVar2;
  char local_810 [2048];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  lVar2 = (longdouble)Plat_FloatTime();
  if (UpdateParentProcess()::s_flNextParentProcessUpdate <= (double)(float)lVar2) {
    UpdateParentProcess()::s_flNextParentProcessUpdate = (double)(float)lVar2 + 10.0;
    uVar1 = CBaseServer::GetNumClients((CBaseServer *)&sv);
    sprintf(local_810,"status map=%s;players=%d",&DAT_003b7f70,uVar1);
    SendStringToParentProcess(local_810);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)