CClientFrameManager::DeleteClientFrames
0x001159a0 · 113 bytes · __thiscall
_ZN19CClientFrameManager18DeleteClientFramesEi
Decompiled
undefined (2 params)
/* CClientFrameManager::DeleteClientFrames(int) */
void __thiscall CClientFrameManager::DeleteClientFrames(CClientFrameManager *this,int param_1)
{
CClientFrame *pCVar1;
CClientFrame *pCVar2;
CClientFrame *pCVar3;
pCVar3 = (CClientFrame *)0x0;
pCVar1 = *(CClientFrame **)(this + 4);
do {
if (pCVar1 == (CClientFrame *)0x0) {
return;
}
while ((pCVar2 = pCVar1, -1 < param_1 && (param_1 <= *(int *)(pCVar2 + 8)))) {
pCVar1 = *(CClientFrame **)(pCVar2 + 0x114);
pCVar3 = pCVar2;
if (*(CClientFrame **)(pCVar2 + 0x114) == (CClientFrame *)0x0) {
return;
}
}
if (pCVar3 == (CClientFrame *)0x0) {
*(undefined4 *)(this + 4) = *(undefined4 *)(pCVar2 + 0x114);
FreeFrame(this,pCVar2);
pCVar1 = *(CClientFrame **)(this + 4);
}
else {
*(undefined4 *)(pCVar3 + 0x114) = *(undefined4 *)(pCVar2 + 0x114);
FreeFrame(this,pCVar2);
pCVar1 = *(CClientFrame **)(pCVar3 + 0x114);
}
} while( true );
}
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.