L L4D2node

SV_SendClientUpdates

0x001ffdd0 · 100 bytes · __cdecl

_Z20SV_SendClientUpdatesbb

Decompiled

undefined (2 params)

/* SV_SendClientUpdates(bool, bool) */

void SV_SendClientUpdates(bool param_1,bool param_2)

{
  byte bVar1;
  
  bVar1 = s_bForceSend;
  s_bForceSend = 0;
  if (serverGameDLL != (int *)0x0) {
    (**(code **)(*serverGameDLL + 0x14))(serverGameDLL,param_1);
  }
  CGameServer::SendClientMessages((CGameServer *)&sv,(bool)(param_1 | bVar1));
  CNetworkStringTableContainer::SetTick
            ((CNetworkStringTableContainer *)networkStringTableContainerServer,DAT_003b7f6c + 1);
  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)