CNetChan::GetRemoteFramerate
0x001ad5c0 · 46 bytes · __thiscall
_ZNK8CNetChan18GetRemoteFramerateEPfS0_
Decompiled
undefined (3 params)
/* CNetChan::GetRemoteFramerate(float*, float*) const */
void __thiscall CNetChan::GetRemoteFramerate(CNetChan *this,float *param_1,float *param_2)
{
if (param_1 != (float *)0x0) {
*param_1 = *(float *)(this + 0x422c);
}
if (param_2 != (float *)0x0) {
*param_2 = *(float *)(this + 0x4230);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.