L L4D2node

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 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)