L L4D2node

CClientFrameManager::AddClientFrame

0x00115890 · 78 bytes · __thiscall

_ZN19CClientFrameManager14AddClientFrameEP12CClientFrame

Decompiled

undefined (2 params)

/* CClientFrameManager::AddClientFrame(CClientFrame*) */

int __thiscall CClientFrameManager::AddClientFrame(CClientFrameManager *this,CClientFrame *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = *(int *)(this + 4);
  if (iVar4 == 0) {
    *(CClientFrame **)(this + 4) = param_1;
    return 1;
  }
  iVar1 = 1;
  iVar2 = *(int *)(iVar4 + 0x114);
  if (*(int *)(iVar4 + 0x114) == 0) {
    iVar3 = 2;
  }
  else {
    do {
      iVar4 = iVar2;
      iVar3 = iVar1;
      iVar1 = iVar3 + 1;
      iVar2 = *(int *)(iVar4 + 0x114);
    } while (*(int *)(iVar4 + 0x114) != 0);
    iVar3 = iVar3 + 2;
  }
  *(CClientFrame **)(iVar4 + 0x114) = param_1;
  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)