L L4D2node

CHLTVClientState::GetConnectionRetryNumber

0x00169800 · 30 bytes · __thiscall

_ZNK16CHLTVClientState24GetConnectionRetryNumberEv

Decompiled

undefined (1 param)

/* CHLTVClientState::GetConnectionRetryNumber() const */

undefined4 __thiscall CHLTVClientState::GetConnectionRetryNumber(CHLTVClientState *this)

{
  if (*(int *)(tv_autoretry._28_4_ + 0x30) != 0) {
    return 0x10;
  }
  return *(undefined4 *)(this + 0x28);
}

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)