CHostState::FrameUpdate
0x00183580 · 126 bytes · __thiscall
_ZN10CHostState11FrameUpdateEf
Decompiled
undefined (2 params)
/* CHostState::FrameUpdate(float) */
void __thiscall CHostState::FrameUpdate(CHostState *this,float param_1)
{
uint uVar1;
int iVar2;
CCS_Tick(param_1);
iVar2 = _setjmp((__jmp_buf_tag *)host_abortserver);
if (iVar2 != 0) {
Init(this);
return;
}
g_bAbortServerSet = 1;
uVar1 = *(uint *)this;
while( true ) {
if (uVar1 < 8) {
/* WARNING: Could not recover jumptable at 0x001835c0. Too many branches */
/* WARNING: Treating indirect jump as call */
(*(code *)(&PTR_DAT_002b5678)[uVar1])();
return;
}
if ((uVar1 == 4) || (uVar1 - 6 < 2)) break;
uVar1 = *(uint *)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.