L L4D2node

CLog::RunFrame

0x001f9c40 · 80 bytes · __thiscall

_ZN4CLog8RunFrameEv

Decompiled

undefined (1 param)

/* CLog::RunFrame() */

void __thiscall CLog::RunFrame(CLog *this)

{
  if (((this[0x2c] != (CLog)0x0) && (*(int *)(this + 0x20) != 0)) &&
     (1.0 < (double)realtime - *(double *)(this + 0x24))) {
    *(double *)(this + 0x24) = (double)realtime;
    (**(code **)(*(int *)(g_pFileSystem + 4) + 0x20))(g_pFileSystem + 4,*(int *)(this + 0x20));
  }
  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)