CGameClient::GetDeltaFrame
0x001e8be0 · 134 bytes · __thiscall
_ZN11CGameClient13GetDeltaFrameEi
Decompiled
undefined (2 params)
/* CGameClient::GetDeltaFrame(int) */
void __thiscall CGameClient::GetDeltaFrame(CGameClient *this,int param_1)
{
int iVar1;
int local_10 [2];
if (this[0x1f8a8] != (CGameClient)0x0) {
(**(code **)(*serverGameClients + 0x34))
(serverGameClients,*(undefined4 *)(this + 0x1d750),local_10);
iVar1 = *(int *)(DAT_003b8074 + -4 + local_10[0] * 4);
if (iVar1 != 0) {
CClientFrameManager::GetClientFrame
((CClientFrameManager *)((int)&__DT_REL[0x14bb].r_info + iVar1),param_1,true);
return;
}
}
CClientFrameManager::GetClientFrame((CClientFrameManager *)(this + 0x1d704),param_1,true);
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.