L L4D2node

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 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)