L L4D2node

Heartbeat_f

0x002014b0 · 74 bytes · unknown

_Z11Heartbeat_fv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Heartbeat_f() */

void Heartbeat_f(void)

{
  char cVar1;
  int iVar2;
  
  if (g_nForkID != -1) {
    cVar1 = IsUsingMasterLegacyMode();
    if (cVar1 == '\0') {
      iVar2 = Steam3Server();
      if (*(int *)(iVar2 + 4) != 0) {
        iVar2 = Steam3Server();
        (**(code **)(**(int **)(iVar2 + 4) + 0xac))(*(int **)(iVar2 + 4));
      }
    }
    else {
      (**(code **)(*(int *)g_pMaster + 0x28))(g_pMaster);
    }
  }
  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)