L L4D2node

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 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)