L L4D2node

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 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)