L L4D2node

CFrameSnapshotManager::GetPackedEntity

0x001f1900 · 37 bytes · __thiscall

_ZN21CFrameSnapshotManager15GetPackedEntityEP14CFrameSnapshoti

Decompiled

undefined (3 params)

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

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

{
  undefined4 *puVar1;
  
  if ((param_1 != (CFrameSnapshot *)0x0) &&
     (puVar1 = *(undefined4 **)(*(int *)(param_1 + 8) + param_2 * 0xc + 8),
     puVar1 != (undefined4 *)0x0)) {
    return *puVar1;
  }
  return 0;
}

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)