L L4D2node

CGameClient::SetupPrevPackInfo

0x001e9500 · 167 bytes · __thiscall

_ZN11CGameClient17SetupPrevPackInfoEv

Decompiled

undefined (1 param)

/* CGameClient::SetupPrevPackInfo() */

void __thiscall CGameClient::SetupPrevPackInfo(CGameClient *this)

{
  int iVar1;
  undefined4 *puVar2;
  CGameClient *pCVar3;
  
  puVar2 = *(undefined4 **)(this + 0x1f778);
  pCVar3 = this + 0x219e4;
  for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar3 = *puVar2;
    puVar2 = puVar2 + 1;
    pCVar3 = pCVar3 + 4;
  }
  *(int *)(this + 0x218bc) = *(int *)(this + 0x1f780);
  memcpy(this + 0x218c0,this + 0x1f784,*(int *)(this + 0x1f780) << 2);
  *(size_t *)(this + 0x218b0) = *(size_t *)(this + 0x1f774);
  memcpy(this + 0x1f8b0,this + 0x1d774,*(size_t *)(this + 0x1f774));
  *(int *)(this + 0x219e0) = *(int *)(this + 0x1f8a4);
  memcpy(this + 0x218e0,this + 0x1f7a4,*(int *)(this + 0x1f8a4) << 2);
  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)