CBaseClient::UpdateAcknowledgedFramecount
0x000f9d50 · 322 bytes · __thiscall
_ZN11CBaseClient28UpdateAcknowledgedFramecountEi
Decompiled
undefined (2 params)
/* CBaseClient::UpdateAcknowledgedFramecount(int) */
undefined4 __thiscall CBaseClient::UpdateAcknowledgedFramecount(CBaseClient *this,int param_1)
{
int iVar1;
char cVar2;
undefined4 uVar3;
uVar3 = (**(code **)(*(int *)this + 0x78))(this);
if ((char)uVar3 != '\0') {
*(int *)(this + 0xf0) = param_1;
*(int *)(this + 0xf4) = param_1;
return uVar3;
}
iVar1 = *(int *)(this + 0x210);
if (iVar1 < 1) {
if (*(int *)(this + 0xf0) == -1) {
return 1;
}
if (param_1 == -1) {
OnRequestFullUpdate(this,"client ack\'d -1");
*(undefined4 *)(this + 0xf0) = 0xffffffff;
goto LAB_000f9e18;
}
if (param_1 < *(int *)(this + 0xf0)) {
(**(code **)(*(int *)this + 0x3c))(this,"Client delta ticks out of order.\n");
return uVar3;
}
}
else {
if (iVar1 < param_1) {
return 1;
}
if (param_1 == -1) {
cVar2 = (**(code **)(**(int **)(this + 0xe8) + 0xf4))(*(int **)(this + 0xe8));
if (cVar2 == '\0') {
ConDMsg("Client forced immediate full update.\n");
*(undefined4 *)(this + 0xf0) = 0xffffffff;
*(undefined4 *)(this + 0x210) = 0xffffffff;
OnRequestFullUpdate(this,"forced immediate full update");
return 1;
}
*(undefined4 *)(this + 0xf0) = 0xffffffff;
goto LAB_000f9e18;
}
if (param_1 < iVar1) {
return 1;
}
*(undefined4 *)(this + 0x210) = 0xffffffff;
}
*(int *)(this + 0xf0) = param_1;
if (-1 < param_1) {
*(int *)(this + 0xf4) = param_1;
}
LAB_000f9e18:
if ((-1 < *(int *)(this + 0x108)) && (*(int *)(this + 0x108) < param_1)) {
*(undefined4 *)(this + 0x108) = 0xffffffff;
return 1;
}
return 1;
}
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.