L L4D2node

CHLTVClientState::RunFrame

0x0016d480 · 96 bytes · __thiscall

_ZN16CHLTVClientState8RunFrameEv

Decompiled

undefined (1 param)

/* CHLTVClientState::RunFrame() */

void __thiscall CHLTVClientState::RunFrame(CHLTVClientState *this)

{
  int *piVar1;
  char cVar2;
  
  CBaseClientState::RunFrame((CBaseClientState *)this);
  piVar1 = *(int **)(this + 0x10);
  if (piVar1 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar1 + 0xf0))(piVar1);
    if ((cVar2 != '\0') && (1 < *(int *)(this + 0x60))) {
      ConMsg("\nSourceTV connection timed out.\n");
      (**(code **)(*(int *)this + 0x94))(this,1);
      return;
    }
  }
  UpdateStats(this);
  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)