CGameClient::GetSendFrame
0x001e9eb0 · 226 bytes · __thiscall
_ZN11CGameClient12GetSendFrameEv
Decompiled
undefined (1 param)
/* CGameClient::GetSendFrame() */
int __thiscall CGameClient::GetSendFrame(CGameClient *this)
{
CGameClient CVar1;
int iVar2;
int iVar3;
int local_20 [4];
iVar3 = *(int *)(this + 0x1d76c);
if (0.0 < *(float *)(sv_maxreplay._28_4_ + 0x2c)) {
iVar2 = (**(code **)(*serverGameClients + 0x34))
(serverGameClients,*(undefined4 *)(this + 0x1d750),local_20);
CVar1 = (CGameClient)(0 < iVar2);
if (this[0x1f8a8] == CVar1) {
if (this[0x1f8a8] == (CGameClient)0x0) {
return iVar3;
}
}
else {
this[0x1f8a8] = CVar1;
*(undefined4 *)(this + 0xf0) = 0xffffffff;
if (!(bool)CVar1) {
*(int *)(this + 0x34) = *(int *)(this + 0x30) + 1;
return iVar3;
}
*(int *)(this + 0x34) = local_20[0];
}
iVar3 = *(int *)(DAT_003b8074 + -4 + local_20[0] * 4);
if (((iVar3 == 0) ||
(iVar3 = CClientFrameManager::GetClientFrame
((CClientFrameManager *)((int)&__DT_REL[0x14bb].r_info + iVar3),
DAT_003b7f6c - iVar2,false), iVar3 == 0)) ||
(*(int *)(iVar3 + 0x118) == *(int *)(this + 0xfc))) {
iVar3 = 0;
}
}
return iVar3;
}
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.