L L4D2node

CHLTVClient::SetRate

0x00169570 · 111 bytes · __thiscall

_ZN11CHLTVClient7SetRateEib

Decompiled

undefined (3 params)

/* CHLTVClient::SetRate(int, bool) */

void __thiscall CHLTVClient::SetRate(CHLTVClient *this,int param_1,bool param_2)

{
  int iVar1;
  int iVar2;
  
  iVar1 = param_1;
  if (!param_2) {
    if (this[0xbc] == (CHLTVClient)0x0) {
      iVar2 = *(int *)(tv_maxrate._28_4_ + 0x30);
      if (((0 < iVar2) && (iVar1 = iVar2, param_1 <= iVar2)) && (iVar1 = param_1, param_1 < 1000)) {
        iVar1 = 1000;
      }
    }
    else {
      iVar2 = 1000;
      if (999 < param_1) {
        iVar2 = param_1;
      }
      iVar1 = 30000;
      if (iVar2 < 0x7531) {
        iVar1 = iVar2;
      }
    }
  }
  param_1._0_1_ = SUB41(iVar1,0);
  CBaseClient::SetRate((int)this,param_1._0_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)