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 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.