L L4D2node

CFrameSnapshotManager::CFrameSnapshotManager

0x001f1da0 · 397 bytes · __thiscall

_ZN21CFrameSnapshotManagerC1Ev

Decompiled

undefined (1 param)

/* CFrameSnapshotManager::CFrameSnapshotManager() */

void __thiscall CFrameSnapshotManager::CFrameSnapshotManager(CFrameSnapshotManager *this)

{
  *(undefined2 *)(this + 0x22) = 0xffff;
  *(undefined2 *)(this + 0x1c) = 0xffff;
  *(undefined ***)this = &PTR__CFrameSnapshotManager_002c0de0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined2 *)(this + 0x18) = 0xffff;
  *(undefined2 *)(this + 0x1a) = 0xffff;
  *(undefined2 *)(this + 0x1e) = 0;
  *(undefined2 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
                    /* try { // try from 001f1e3a to 001f1e3e has its CatchHandler @ 001f1f2d */
  CUtlMemoryPool::CUtlMemoryPool((CUtlMemoryPool *)(this + 0x28),0x34,0x80,2,(char *)0x0,0);
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x5c) = 0;
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x7c) = 0xffffffff;
  *(undefined4 *)(this + 100) = 0;
  *(undefined4 *)(this + 0x68) = 0;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x80) = 0;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x8c) = 0;
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0x409c) = 0;
  *(undefined4 *)(this + 0x40a0) = 0;
  *(undefined4 *)(this + 0x40a4) = 0;
  *(undefined4 *)(this + 0x40a8) = 0;
  *(undefined4 *)(this + 0x40ac) = 0;
  *(undefined4 *)(this + 0x40b0) = 0;
  *(undefined4 *)(this + 0x40b4) = 0;
                    /* try { // try from 001f1f20 to 001f1f24 has its CatchHandler @ 001f1f4a */
  _V_memset(this + 0x9c,0,0x2000);
  return;
}

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)