L L4D2node

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 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)