CFrameSnapshotManager::ShouldForceRepack
0x001f17e0 · 97 bytes · __thiscall
_ZN21CFrameSnapshotManager17ShouldForceRepackEP14CFrameSnapshotii
Decompiled
undefined (4 params)
/* CFrameSnapshotManager::ShouldForceRepack(CFrameSnapshot*, int, int) */
undefined4 __thiscall
CFrameSnapshotManager::ShouldForceRepack
(CFrameSnapshotManager *this,CFrameSnapshot *param_1,int param_2,int param_3)
{
undefined4 uVar1;
int iVar2;
uVar1 = 0;
if (((*(int *)(sv_creationtickcheck._28_4_ + 0x30) != 0) && (iVar2 = *(int *)param_3, iVar2 != 0))
&& (*(char *)(iVar2 + 0x33) < '\0')) {
iVar2 = ((int)((*(uint *)(iVar2 + 0x30) & 0x7fffffff) -
param_2 % (int)g_ServerGlobalVariables._56_4_) /
(int)g_ServerGlobalVariables._52_4_) * g_ServerGlobalVariables._52_4_;
uVar1 = CONCAT31((int3)((uint)iVar2 >> 8),
((*(int *)(param_1 + 4) - param_2 % (int)g_ServerGlobalVariables._56_4_) /
(int)g_ServerGlobalVariables._52_4_) * g_ServerGlobalVariables._52_4_ - iVar2
!= 0);
}
return uVar1;
}
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.