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 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.