L L4D2node

CGameClient::SetupPackInfo

0x001e9270 · 640 bytes · __thiscall

_ZN11CGameClient13SetupPackInfoEP14CFrameSnapshot

Decompiled

undefined (2 params)

/* CGameClient::SetupPackInfo(CFrameSnapshot*) */

void __thiscall CGameClient::SetupPackInfo(CGameClient *this,CFrameSnapshot *param_1)

{
  CClientFrameManager *this_00;
  float fVar1;
  int *piVar2;
  char cVar3;
  CClientFrame *this_01;
  int iVar4;
  int iVar5;
  undefined4 *puVar6;
  int iVar7;
  undefined4 *puVar8;
  byte bVar9;
  longdouble lVar10;
  float fVar11;
  
  piVar2 = serverGameClients;
  bVar9 = 0;
  iVar7 = DAT_0039453c + 0xe;
  if (-1 < DAT_0039453c + 7) {
    iVar7 = DAT_0039453c + 7;
  }
  this_00 = (CClientFrameManager *)(this + 0x1d704);
  *(int *)(this + 0x1f774) = iVar7 >> 3;
  (**(code **)(*piVar2 + 0x20))
            (piVar2,*(undefined4 *)(this + 0x1d768),*(undefined4 *)(this + 0x1d770),this + 0x1d774,
             iVar7 >> 3);
  this_01 = (CClientFrame *)CClientFrameManager::AllocateFrame(this_00);
  *(CClientFrame **)(this + 0x1d76c) = this_01;
  CClientFrame::Init(this_01,param_1);
  *(int *)(this + 0x1f778) = *(int *)(this + 0x1d76c) + 0xc;
  cVar3 = (**(code **)(*(int *)this + 0x7c))(this);
  if (cVar3 == '\0') {
    *(undefined4 *)(this + 0x1f77c) = 0;
  }
  else {
    puVar6 = operator_new(0x100);
    if (puVar6 != (undefined4 *)0x0) {
      puVar8 = puVar6;
      for (iVar7 = 0x40; iVar7 != 0; iVar7 = iVar7 + -1) {
        *puVar8 = 0;
        puVar8 = puVar8 + (uint)bVar9 * -2 + 1;
      }
    }
    *(undefined4 **)(*(int *)(this + 0x1d76c) + 0x110) = puVar6;
    *(undefined4 *)(this + 0x1f77c) = *(undefined4 *)(*(int *)(this + 0x1d76c) + 0x110);
  }
  iVar7 = 0x80;
  if (0x7f < *(int *)(sv_maxclientframes._28_4_ + 0x30)) {
    iVar7 = *(int *)(sv_maxclientframes._28_4_ + 0x30);
  }
  if (((*(float *)(this + 0x21ae4) != -1.0) &&
      (fVar1 = *(float *)(sv_extra_client_connect_time._28_4_ + 0x2c),
      realtime - *(float *)(this + 0x21ae4) < fVar1)) &&
     (lVar10 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8)),
     iVar7 <= (int)(fVar1 / (float)lVar10))) {
    fVar1 = *(float *)(sv_extra_client_connect_time._28_4_ + 0x2c);
    lVar10 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
    iVar7 = (int)(fVar1 / (float)lVar10);
  }
  fVar1 = *(float *)(sv_maxreplay._28_4_ + 0x2c);
  if (0.0 < fVar1) {
    fVar11 = (float)iVar7;
    lVar10 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
    iVar7 = (int)fVar11;
    if (fVar11 <= fVar1 / (float)lVar10) {
      fVar1 = *(float *)(sv_maxreplay._28_4_ + 0x2c);
      lVar10 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
      iVar7 = (int)(fVar1 / (float)lVar10);
    }
  }
  iVar4 = CClientFrameManager::AddClientFrame(this_00,*(CClientFrame **)(this + 0x1d76c));
  if (iVar7 < iVar4) {
    CClientFrameManager::RemoveOldestFrame(this_00);
  }
  iVar4 = DAT_003b7894;
  iVar5 = 0;
  *(undefined4 *)(this + 0x1f780) = 0;
  iVar7 = g_AreasNetworked;
  if (0 < iVar4) {
    do {
      *(undefined4 *)(this + iVar5 * 4 + 0x1f784) = *(undefined4 *)(iVar7 + iVar5 * 4);
      iVar5 = iVar5 + 1;
      *(int *)(this + 0x1f780) = iVar5;
    } while (iVar5 != iVar4);
  }
  CM_SetupAreaFloodNums((uchar *)(this + 0x1f7a4),(int *)(this + 0x1f8a4));
  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)