L L4D2node

CNetChan::GetPacketResponseLatency

0x001ad550 · 93 bytes · __thiscall

_ZNK8CNetChan24GetPacketResponseLatencyEiiPiS0_

Decompiled

undefined (5 params)

/* CNetChan::GetPacketResponseLatency(int, int, int*, int*) const */

void __thiscall
CNetChan::GetPacketResponseLatency(CNetChan *this,int param_1,int param_2,int *param_3,int *param_4)

{
  int iVar1;
  
  iVar1 = param_1 * 0x1e2c + (param_2 & 0x7fU) * 0x3c + 0x574;
  if (param_3 != (int *)0x0) {
    if (*(int *)(this + iVar1 + 0xc) == 0) {
      *param_3 = (int)(*(float *)(this + iVar1 + 0x14) * 1000.0);
    }
    else {
      *param_3 = 9999;
    }
  }
  if (param_4 != (int *)0x0) {
    *param_4 = *(int *)(this + iVar1 + 8);
  }
  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)