L L4D2node

CFrameSnapshotManager::DeleteFrameSnapshot

0x001f2150 · 151 bytes · __thiscall

_ZN21CFrameSnapshotManager19DeleteFrameSnapshotEP14CFrameSnapshot

Decompiled

undefined (2 params)

/* CFrameSnapshotManager::DeleteFrameSnapshot(CFrameSnapshot*) */

void __thiscall
CFrameSnapshotManager::DeleteFrameSnapshot(CFrameSnapshotManager *this,CFrameSnapshot *param_1)

{
  int iVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  ushort uVar5;
  
  iVar4 = 0;
  iVar3 = 0;
  if (0 < *(int *)(param_1 + 0xc)) {
    do {
      while (iVar1 = *(int *)(*(int *)(param_1 + 8) + 8 + iVar4), iVar1 == 0) {
        iVar3 = iVar3 + 1;
        iVar4 = iVar4 + 0xc;
        if (*(int *)(param_1 + 0xc) <= iVar3) goto LAB_001f21a3;
      }
      iVar3 = iVar3 + 1;
      iVar4 = iVar4 + 0xc;
      RemoveEntityReference(this,iVar1);
    } while (iVar3 < *(int *)(param_1 + 0xc));
  }
LAB_001f21a3:
  uVar2 = *(uint *)param_1;
  uVar5 = (ushort)uVar2;
  CUtlLinkedList<CFrameSnapshot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFrameSnapshot*,unsigned_short>,unsigned_short>>
  ::Unlink((CUtlLinkedList<CFrameSnapshot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFrameSnapshot*,unsigned_short>,unsigned_short>>
            *)(this + 0xc),uVar5);
  *(undefined2 *)(*(int *)(this + 0xc) + 6 + (uVar2 & 0xffff) * 8) = *(undefined2 *)(this + 0x1c);
  *(ushort *)(this + 0x1c) = uVar5;
  CFrameSnapshot::~CFrameSnapshot(param_1);
  CUtlMemoryPool::Free((CUtlMemoryPool *)CFrameSnapshot::s_Allocator,param_1);
  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)