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 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.