L L4D2node

NET_RunFrame

0x001c6110 · 162 bytes · __cdecl

_Z12NET_RunFramed

Decompiled

undefined (1 param)

/* NET_RunFrame(double) */

void NET_RunFrame(double param_1)

{
  CRConServer *pCVar1;
  int iVar2;
  int iVar3;
  
  NET_SetTime(param_1);
  pCVar1 = (CRConServer *)RCONServer();
  CRConServer::RunFrame(pCVar1);
  pCVar1 = (CRConServer *)RPTServer();
  CRConServer::RunFrame(pCVar1);
  Con_RunFrame();
  if (g_pMatchFramework != (int *)0x0) {
    (**(code **)(*g_pMatchFramework + 0x14))(g_pMatchFramework);
  }
  if ((net_multiplayer != '\0') && (net_notcp == '\0')) {
    iVar3 = 0;
    if (0 < DAT_003ac4f0) {
      do {
        iVar2 = iVar3 * 0x10 + net_sockets;
        if ((*(int *)(iVar2 + 0xc) != 0) && (*(char *)(iVar2 + 4) != '\0')) {
          NET_ProcessListen(iVar3);
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 < DAT_003ac4f0);
    }
    NET_ProcessPending();
    return;
  }
  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)