CDatacenter::Update
0x0005c1d0 · 175 bytes · __thiscall
_ZN11CDatacenter6UpdateEv
Decompiled
undefined (1 param)
/* CDatacenter::Update() */
void __thiscall CDatacenter::Update(CDatacenter *this)
{
int *piVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
longdouble lVar5;
iVar3 = GGCClient();
if ((iVar3 == 0) || (cVar2 = IsLocalClientConnectedToServer(), cVar2 != '\0')) {
iVar3 = *(int *)(this + 0x1c);
}
else {
uVar4 = GGCClient();
GCSDK::CGCClient::BMainLoop(CONCAT44(1000,uVar4));
iVar3 = *(int *)(this + 0x1c);
}
if (iVar3 == 0) {
lVar5 = (longdouble)Plat_FloatTime();
if ((*(float *)(this + 0x18) < (float)lVar5) &&
(cVar2 = IsLocalClientConnectedToServer(), cVar2 == '\0')) {
RequestStart(this);
}
}
else if ((-1 < iVar3) && (iVar3 < 3)) {
RequestUpdate(this);
}
iVar3 = 0;
if (0 < *(int *)(this + 0x2c)) {
do {
piVar1 = *(int **)(*(int *)(this + 0x20) + iVar3 * 4);
iVar3 = iVar3 + 1;
(**(code **)(*piVar1 + 0x14))(piVar1);
} while (iVar3 < *(int *)(this + 0x2c));
}
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.