L L4D2node

CSteam3Server::RunFrame

0x00211f20 · 104 bytes · __thiscall

_ZN13CSteam3Server8RunFrameEv

Decompiled

undefined (1 param)

/* CSteam3Server::RunFrame() */

void __thiscall CSteam3Server::RunFrame(CSteam3Server *this)

{
  int iVar1;
  longdouble lVar2;
  
  iVar1 = CBaseServer::GetNumClients((CBaseServer *)&sv);
  if (this[0xa0] != (CSteam3Server)(0 < iVar1)) {
    this[0xa0] = (CSteam3Server)(0 < iVar1);
    SendUpdatedServerDetails(this);
  }
  lVar2 = (longdouble)Plat_FloatTime();
  if ((double)lVar2 - RunFrame()::s_fLastRunCallback <= 0.10000000149011612) {
    return;
  }
  RunFrame()::s_fLastRunCallback = (double)lVar2;
  SteamGameServer_RunCallbacks();
  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)