L L4D2node

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 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)