CBaseClient::OnRequestFullUpdate
0x000f9cd0 · 121 bytes · __thiscall
_ZN11CBaseClient19OnRequestFullUpdateEPKc
Decompiled
undefined (2 params)
/* CBaseClient::OnRequestFullUpdate(char const*) */
void __thiscall CBaseClient::OnRequestFullUpdate(CBaseClient *this,char *param_1)
{
undefined4 uVar1;
if (*(CFrameSnapshot **)(this + 0xfc) != (CFrameSnapshot *)0x0) {
CFrameSnapshot::ReleaseReference(*(CFrameSnapshot **)(this + 0xfc));
*(undefined4 *)(this + 0xfc) = 0;
}
(**(code **)(*(int *)this + 0x100))(this);
uVar1 = CFrameSnapshotManager::CreateEmptySnapshot
((CFrameSnapshotManager *)framesnapshotmanager,0,0x800);
*(undefined4 *)(this + 0x104) = uVar1;
uVar1 = (**(code **)(*(int *)this + 0x1c))(this);
DevMsg("Sending full update to Client %s (%s)\n",uVar1,param_1);
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.