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 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.