L L4D2node

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 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)