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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.