L L4D2node

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 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)