L L4D2node

SV_ParallelSendSnapshot

0x001fb620 · 67 bytes · __cdecl

_Z23SV_ParallelSendSnapshotRP11CGameClient

Decompiled

undefined (1 param)

/* SV_ParallelSendSnapshot(CGameClient*&) */

void SV_ParallelSendSnapshot(CGameClient **param_1)

{
  int iVar1;
  
  iVar1 = CGameClient::GetSendFrame(*param_1);
  if (iVar1 != 0) {
    (**(code **)(*(int *)*param_1 + 0xe4))(*param_1,iVar1);
                    /* WARNING: Could not recover jumptable at 0x001fb65b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)*param_1 + 0xd0))();
    return;
  }
  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)