L L4D2node

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 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)