GCSDK::CGCBase::BMainLoopOncePerFrame
0x00079fb0 · 105 bytes · __cdecl
_ZN5GCSDK7CGCBase21BMainLoopOncePerFrameEy
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* GCSDK::CGCBase::BMainLoopOncePerFrame(unsigned long long) */
void GCSDK::CGCBase::BMainLoopOncePerFrame(ulonglong param_1)
{
longlong lVar1;
longlong lVar2;
int in_stack_0000000c;
longlong local_14 [2];
lVar2 = rdtsc();
lVar1 = (ulonglong)_g_dwClockSpeed * (param_1 >> 0x20);
local_14[0] = __udivdi3((int)lVar1,
(int)((ulonglong)lVar1 >> 0x20) + in_stack_0000000c * _g_dwClockSpeed,
1000000,0);
local_14[0] = local_14[0] + lVar2;
CJobTime::UpdateJobTime(50000);
CJobMgr::BFrameFuncRunSleepingJobs((CJobMgr *)((int)param_1 + 4),(CLimitTimer *)local_14);
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.