L L4D2node

CClientFrame::CClientFrame

0x00115710 · 108 bytes · __thiscall

_ZN12CClientFrameC2EP14CFrameSnapshot

Decompiled

undefined (2 params)

/* CClientFrame::CClientFrame(CFrameSnapshot*) */

void __thiscall CClientFrame::CClientFrame(CClientFrame *this,CFrameSnapshot *param_1)

{
  undefined4 uVar1;
  int iVar2;
  CClientFrame *pCVar3;
  
  *(undefined ***)this = &PTR__CClientFrame_002a9e60;
  pCVar3 = this + 0xc;
  for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar3 = 0;
    pCVar3 = pCVar3 + 4;
  }
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  uVar1 = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x118) = 0;
  *(undefined4 *)(this + 8) = uVar1;
  SetSnapshot(this,param_1);
  *(undefined4 *)(this + 0x114) = 0;
  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)