L L4D2node

CFrameSnapshotManager::GetPreviouslySentPacket

0x001f18d0 · 45 bytes · __thiscall

_ZN21CFrameSnapshotManager23GetPreviouslySentPacketEii

Decompiled

undefined (3 params)

/* CFrameSnapshotManager::GetPreviouslySentPacket(int, int) */

undefined4 __thiscall
CFrameSnapshotManager::GetPreviouslySentPacket(CFrameSnapshotManager *this,int param_1,int param_2)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((*(undefined4 **)(this + param_1 * 4 + 0x9c) != (undefined4 *)0x0) &&
     (*(int *)(this + param_1 * 4 + 0x209c) == param_2)) {
    uVar1 = **(undefined4 **)(this + param_1 * 4 + 0x9c);
  }
  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)