CFrameSnapshot::CFrameSnapshot
0x001f1b60 · 85 bytes · __thiscall
_ZN14CFrameSnapshotC2Ev
Decompiled
undefined (1 param)
/* CFrameSnapshot::CFrameSnapshot() */
undefined8 __thiscall CFrameSnapshot::CFrameSnapshot(CFrameSnapshot *this)
{
undefined4 uVar1;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x10) = 0;
LOCK();
uVar1 = *(undefined4 *)(this + 0x38);
*(undefined4 *)(this + 0x38) = 0;
UNLOCK();
return CONCAT44(uVar1,*(undefined4 *)(this + 0x38));
}
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.