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 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.