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 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.