L L4D2node

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 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)