SV_FrameExecuteThreadDeferred
0x001feef0 · 53 bytes · unknown
_Z29SV_FrameExecuteThreadDeferredv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SV_FrameExecuteThreadDeferred() */
void SV_FrameExecuteThreadDeferred(void)
{
if (g_pDeferredServerWork != (int *)0x0) {
(**(code **)(*g_pDeferredServerWork + 0x10))(g_pDeferredServerWork);
if (g_pDeferredServerWork != (int *)0x0) {
(**(code **)(*g_pDeferredServerWork + 0xc))(g_pDeferredServerWork);
}
g_pDeferredServerWork = (int *)0x0;
}
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.