L L4D2node

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 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)