CBaseClient::FreeBaselines
0x000f7590 · 81 bytes · __thiscall
_ZN11CBaseClient13FreeBaselinesEv
Decompiled
undefined (1 param)
/* CBaseClient::FreeBaselines() */
void __thiscall CBaseClient::FreeBaselines(CBaseClient *this)
{
int iVar1;
CBaseClient *pCVar2;
byte bVar3;
bVar3 = 0;
if (*(CFrameSnapshot **)(this + 0x104) != (CFrameSnapshot *)0x0) {
CFrameSnapshot::ReleaseReference(*(CFrameSnapshot **)(this + 0x104));
*(undefined4 *)(this + 0x104) = 0;
}
*(undefined4 *)(this + 0x108) = 0xffffffff;
*(undefined4 *)(this + 0x20c) = 0;
pCVar2 = this + 0x10c;
for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
}
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.