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 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.