L L4D2node

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 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)