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 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.