CClientFrame::SetSnapshot
0x00115630 · 67 bytes · __thiscall
_ZN12CClientFrame11SetSnapshotEP14CFrameSnapshot
Decompiled
undefined (2 params)
/* CClientFrame::SetSnapshot(CFrameSnapshot*) */
void __thiscall CClientFrame::SetSnapshot(CClientFrame *this,CFrameSnapshot *param_1)
{
CFrameSnapshot *this_00;
this_00 = *(CFrameSnapshot **)(this + 0x118);
if (this_00 != param_1) {
if (param_1 != (CFrameSnapshot *)0x0) {
CFrameSnapshot::AddReference(param_1);
this_00 = *(CFrameSnapshot **)(this + 0x118);
}
if (this_00 != (CFrameSnapshot *)0x0) {
CFrameSnapshot::ReleaseReference(this_00);
}
*(CFrameSnapshot **)(this + 0x118) = 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.