L L4D2node

CNetChan::SetDataRate

0x001ad1d0 · 49 bytes · __thiscall

_ZN8CNetChan11SetDataRateEf

Decompiled

undefined (2 params)

/* CNetChan::SetDataRate(float) */

void __thiscall CNetChan::SetDataRate(CNetChan *this,float param_1)

{
  int iVar1;
  
  iVar1 = 30000;
  if (param_1 <= 30000.0) {
    if (param_1 <= 1000.0) {
      param_1 = 1000.0;
    }
    iVar1 = (int)param_1;
  }
  *(int *)(this + 0xb0) = iVar1;
  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)