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 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.