CGameClient::UpdateAcknowledgedFramecount
0x001eaa40 · 130 bytes · __thiscall
_ZN11CGameClient28UpdateAcknowledgedFramecountEi
Decompiled
undefined (2 params)
/* CGameClient::UpdateAcknowledgedFramecount(int) */
void __thiscall CGameClient::UpdateAcknowledgedFramecount(CGameClient *this,int param_1)
{
float fVar1;
int iVar2;
longdouble lVar3;
if (*(int *)(this + 0xf0) != param_1) {
fVar1 = *(float *)(sv_maxreplay._28_4_ + 0x2c);
iVar2 = param_1;
if (0.0 < fVar1) {
lVar3 = (longdouble)(**(code **)(**(int **)(this + 0xb8) + 0x30))(*(int **)(this + 0xb8));
iVar2 = (int)((float)param_1 - fVar1 / (float)lVar3);
}
if (0 < iVar2) {
CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1d704),iVar2);
}
}
CBaseClient::UpdateAcknowledgedFramecount((CBaseClient *)this,param_1);
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.