L L4D2node

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 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)