L L4D2node

CMatchFramework::RunFrame

0x00058510 · 152 bytes · __thiscall

_ZN15CMatchFramework8RunFrameEv

Decompiled

undefined (1 param)

/* CMatchFramework::RunFrame() */

void __thiscall CMatchFramework::RunFrame(CMatchFramework *this)

{
  code *pcVar1;
  KeyValues *this_00;
  uint in_stack_ffffffd8;
  
  if (*(int *)(mm_events_listeners_validation._28_4_ + 0x30) != 0) {
    pcVar1 = *(code **)(*(int *)g_pMatchEventsSubscription + 8);
    this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 0005855b to 0005855f has its CatchHandler @ 000585a8 */
    KeyValues::KeyValues(this_00,"mm_events_listeners_validation",(IKeyValuesSystem *)0x0,false);
    (*pcVar1)(g_pMatchEventsSubscription,this_00);
  }
  CConnectionlessLanMgr::Update();
  CMatchSystem::Update();
  if (*(int **)(this + 8) != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0005859e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(this + 8) + 0x10))();
    return;
  }
  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)