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 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.