L L4D2node

NET_AdjustLag

0x001c35c0 · 157 bytes · unknown

_Z13NET_AdjustLagv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_AdjustLag() */

void NET_AdjustLag(void)

{
  double dVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  
  dVar1 = net_time - NET_AdjustLag()::s_LastTime;
  if (0.20000000298023224 < dVar1) {
    fVar3 = 0.2;
  }
  else {
    if (dVar1 <= 0.0) {
      dVar1 = 0.0;
    }
    fVar3 = (float)dVar1;
  }
  NET_AdjustLag()::s_LastTime = net_time;
  if (s_FakeLag != *(float *)(fakelag._28_4_ + 0x2c)) {
    fVar2 = *(float *)(fakelag._28_4_ + 0x2c) - s_FakeLag;
    fVar5 = ABS(fVar2);
    fVar4 = fVar3 * 200.0;
    if (fVar5 <= fVar3 * 200.0) {
      fVar4 = fVar5;
    }
    if (fVar2 < 0.0) {
      s_FakeLag = s_FakeLag - fVar4;
      return;
    }
    s_FakeLag = s_FakeLag + fVar4;
  }
  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)