L L4D2node

CFrameSnapshotManager::UsePreviouslySentPacket

0x001f1850 · 116 bytes · __thiscall

_ZN21CFrameSnapshotManager23UsePreviouslySentPacketEP14CFrameSnapshotii

Decompiled

undefined (4 params)

/* CFrameSnapshotManager::UsePreviouslySentPacket(CFrameSnapshot*, int, int) */

undefined4 __thiscall
CFrameSnapshotManager::UsePreviouslySentPacket
          (CFrameSnapshotManager *this,CFrameSnapshot *param_1,int param_2,int param_3)

{
  int *piVar1;
  char cVar2;
  undefined4 uVar3;
  
  uVar3 = 0;
  piVar1 = *(int **)(this + param_2 * 4 + 0x9c);
  if ((piVar1 != (int *)0x0) && (*(int *)(this + param_2 * 4 + 0x209c) == param_3)) {
    cVar2 = ShouldForceRepack((CFrameSnapshotManager *)framesnapshotmanager,param_1,param_2,
                              (int)piVar1);
    if (cVar2 == '\0') {
      *(int **)(param_2 * 0xc + *(int *)(param_1 + 8) + 8) = piVar1;
      LOCK();
      *(int *)(*piVar1 + 0xc) = *(int *)(*piVar1 + 0xc) + 1;
      UNLOCK();
      uVar3 = 1;
    }
  }
  return uVar3;
}

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)