L L4D2node

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 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)