L L4D2node

CWorkshop::RunFrame

0x0023c8b0 · 73 bytes · __thiscall

_ZN9CWorkshop8RunFrameEv

Decompiled

undefined (1 param)

/* CWorkshop::RunFrame() */

void __thiscall CWorkshop::RunFrame(CWorkshop *this)

{
  undefined4 *puVar1;
  
  if ((this[0x68] == (CWorkshop)0x0) && (g_pMatchFramework != (int *)0x0)) {
    puVar1 = (undefined4 *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
    (**(code **)*puVar1)(puVar1,this + 4);
    this[0x68] = (CWorkshop)0x1;
  }
  puVar1 = (undefined4 *)(**(code **)(*(int *)this + 0x14))(this);
                    /* WARNING: Could not recover jumptable at 0x0023c8f7. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)*puVar1)();
  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)