L L4D2node

CBaseClient::ProcessTick

0x000f7310 · 78 bytes · __thiscall

_ZN11CBaseClient11ProcessTickEP8NET_Tick

Decompiled

undefined (2 params)

/* CBaseClient::ProcessTick(NET_Tick*) */

void __thiscall CBaseClient::ProcessTick(CBaseClient *this,NET_Tick *param_1)

{
  (**(code **)(**(int **)(this + 0xe8) + 0x114))
            (*(int **)(this + 0xe8),*(undefined4 *)(param_1 + 0x50),*(undefined4 *)(param_1 + 0x54))
  ;
                    /* WARNING: Could not recover jumptable at 0x000f735c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 200))();
  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)