L L4D2node

CFrameSnapshotManager::AddExplicitDelete

0x001f2290 · 252 bytes · __thiscall

_ZN21CFrameSnapshotManager17AddExplicitDeleteEi

Decompiled

undefined (2 params)

/* CFrameSnapshotManager::AddExplicitDelete(int) */

uint __thiscall CFrameSnapshotManager::AddExplicitDelete(CFrameSnapshotManager *this,int param_1)

{
  CFrameSnapshotManager *pCVar1;
  int *piVar2;
  uint uVar3;
  int iVar4;
  uint uVar5;
  int iVar6;
  
  pCVar1 = this + 0x409c;
  uVar5 = ThreadGetCurrentId();
  if (uVar5 == *(uint *)(this + 0x409c)) {
LAB_001f22c7:
    *(int *)(this + 0x40a0) = *(int *)(this + 0x40a0) + 1;
  }
  else {
    LOCK();
    uVar3 = *(uint *)pCVar1;
    if (uVar3 == 0) {
      *(uint *)pCVar1 = uVar5;
    }
    UNLOCK();
    if (uVar3 == 0) goto LAB_001f22c7;
    CThreadFastMutex::Lock((uint)pCVar1,uVar5);
  }
  iVar4 = *(int *)(this + 0x40b0);
  if (0 < iVar4) {
    if (**(int **)(this + 0x40a4) == param_1) goto LAB_001f2340;
    iVar6 = 0;
    do {
      iVar6 = iVar6 + 1;
      if (iVar6 == iVar4) goto LAB_001f2300;
    } while ((*(int **)(this + 0x40a4))[iVar6] != param_1);
    if (iVar6 != -1) goto LAB_001f2340;
  }
LAB_001f2300:
  CUtlVector<int,CUtlMemory<int,int>>::GrowVector
            ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x40a4),1);
                    /* try { // try from 001f232b to 001f232f has its CatchHandler @ 001f239a */
  CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
            ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x40a4),iVar4,1);
  piVar2 = (int *)(*(int *)(this + 0x40a4) + iVar4 * 4);
  if (piVar2 != (int *)0x0) {
    *piVar2 = param_1;
  }
LAB_001f2340:
  *(int *)(this + 0x40a0) = *(int *)(this + 0x40a0) + -1;
  uVar5 = *(uint *)(this + 0x40a0);
  if (uVar5 == 0) {
    LOCK();
    uVar5 = *(uint *)pCVar1;
    *(uint *)pCVar1 = 0;
    UNLOCK();
  }
  return uVar5;
}

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)