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 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.