CClientFrameManager::FreeFrame
0x00115920 · 67 bytes · __thiscall
_ZN19CClientFrameManager9FreeFrameEP12CClientFrame
Decompiled
undefined (2 params)
/* CClientFrameManager::FreeFrame(CClientFrame*) */
void __thiscall CClientFrameManager::FreeFrame(CClientFrameManager *this,CClientFrame *param_1)
{
char cVar1;
cVar1 = (**(code **)(*(int *)param_1 + 8))(param_1);
if (cVar1 == '\0') {
/* WARNING: Could not recover jumptable at 0x00115948. Too many branches */
/* WARNING: Treating indirect jump as call */
(*(code *)(*(undefined4 **)param_1)[1])();
return;
}
(*(code *)**(undefined4 **)param_1)(param_1);
CUtlMemoryPool::Free((CUtlMemoryPool *)(this + 8),param_1);
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.