L L4D2node

CNetMessage::SetRateLimitPolicy

0x000b9a50 · 37 bytes · __thiscall

_ZN11CNetMessage18SetRateLimitPolicyERK26CNetMessageRatelimitPolicy

Decompiled

undefined (2 params)

/* CNetMessage::SetRateLimitPolicy(CNetMessageRatelimitPolicy const&) */

void __thiscall
CNetMessage::SetRateLimitPolicy(CNetMessage *this,CNetMessageRatelimitPolicy *param_1)

{
  _V_memcpy(this + 0xc,param_1,0x3c);
  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)