CFrameSnapshotManager::NextSnapshot
0x001f1790 · 51 bytes · __thiscall
_ZN21CFrameSnapshotManager12NextSnapshotEP14CFrameSnapshot
Decompiled
undefined (2 params)
/* CFrameSnapshotManager::NextSnapshot(CFrameSnapshot*) */
undefined4 __thiscall
CFrameSnapshotManager::NextSnapshot(CFrameSnapshotManager *this,CFrameSnapshot *param_1)
{
ushort uVar1;
undefined4 uVar2;
if (param_1 != (CFrameSnapshot *)0x0) {
uVar2 = 0;
if ((short)*(undefined4 *)param_1 != -1) {
uVar1 = *(ushort *)(*(int *)(this + 0xc) + 6 + (*(uint *)param_1 & 0xffff) * 8);
if (uVar1 != 0xffff) {
uVar2 = *(undefined4 *)(*(int *)(this + 0xc) + (uint)uVar1 * 8);
}
}
return uVar2;
}
return 0;
}
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.