L L4D2node

CDedicatedServerAPI::RunFrame

0x002160f0 · 47 bytes · __cdecl

_ZN19CDedicatedServerAPI8RunFrameEv

Decompiled

undefined (0 params)

/* CDedicatedServerAPI::RunFrame() */

bool CDedicatedServerAPI::RunFrame(void)

{
  int iVar1;
  
  iVar1 = (**(code **)(*(int *)eng + 0x24))(eng);
  if (iVar1 == 0) {
    (**(code **)(*(int *)eng + 0x18))(eng);
  }
  return iVar1 == 0;
}

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)