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 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.