L L4D2node

CResponseQueue::PerFrameDispatch

0x005dacc0 · 102 bytes · __thiscall

_ZN14CResponseQueue16PerFrameDispatchEv

Decompiled

undefined (1 param)

/* CResponseQueue::PerFrameDispatch() */

void __thiscall CResponseQueue::PerFrameDispatch(CResponseQueue *this)

{
  CDeferredResponse *pCVar1;
  CDeferredResponse *pCVar2;
  
  pCVar1 = *(CDeferredResponse **)(this + 0xc);
  while (pCVar2 = pCVar1, pCVar2 != (CDeferredResponse *)0x0) {
    pCVar1 = *(CDeferredResponse **)(pCVar2 + 0x3c);
    if (*(float *)(pCVar2 + 0x28) <= *(float *)(gpGlobals + 0xc)) {
      DispatchOneResponse(this,pCVar2);
      CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
      ::Unlink((CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
                *)this,(int)pCVar2);
      AI_CriteriaSet::~AI_CriteriaSet((AI_CriteriaSet *)(pCVar2 + 8));
      *(undefined4 *)(pCVar2 + 0x3c) = *(undefined4 *)(this + 0x14);
      *(CDeferredResponse **)(this + 0x14) = pCVar2;
    }
  }
  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)