CClientFrameManager::GetClientFrame
0x00115810 · 84 bytes · __thiscall
_ZN19CClientFrameManager14GetClientFrameEib
Decompiled
undefined (3 params)
/* CClientFrameManager::GetClientFrame(int, bool) */
int __thiscall
CClientFrameManager::GetClientFrame(CClientFrameManager *this,int param_1,bool param_2)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
if (param_1 < 0) {
iVar3 = 0;
}
else {
iVar4 = *(int *)(this + 4);
if (iVar4 != 0) {
iVar3 = *(int *)(iVar4 + 8);
iVar1 = iVar4;
while (iVar2 = iVar4, iVar3 < param_1) {
iVar1 = *(int *)(iVar2 + 0x114);
iVar4 = iVar2;
if (iVar1 == 0) goto LAB_0011584b;
iVar3 = *(int *)(iVar1 + 8);
iVar4 = iVar1;
iVar1 = iVar2;
}
iVar4 = iVar1;
if (param_1 == iVar3) {
return iVar2;
}
}
LAB_0011584b:
iVar3 = 0;
if (!param_2) {
iVar3 = iVar4;
}
}
return iVar3;
}
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.