L L4D2node

CGameClient::SetUpdateRate

0x001ea890 · 112 bytes · __thiscall

_ZN11CGameClient13SetUpdateRateEib

Decompiled

undefined (3 params)

/* CGameClient::SetUpdateRate(int, bool) */

void __thiscall CGameClient::SetUpdateRate(CGameClient *this,int param_1,bool param_2)

{
  int iVar1;
  int iVar2;
  
  if (!param_2) {
    iVar2 = *(int *)(sv_maxupdaterate._28_4_ + 0x30);
    if (iVar2 < 1) {
      iVar1 = *(int *)(sv_minupdaterate._28_4_ + 0x30);
      iVar2 = param_1;
    }
    else {
      if ((param_1 <= iVar2) && (iVar2 = 1, 0 < param_1)) {
        iVar2 = param_1;
      }
      iVar1 = *(int *)(sv_minupdaterate._28_4_ + 0x30);
    }
    param_1 = iVar2;
    if (((0 < iVar1) && (param_1 = 100, iVar2 < 0x65)) && (param_1 = iVar1, iVar1 <= iVar2)) {
      param_1 = iVar2;
    }
  }
  CBaseClient::SetUpdateRate((int)this,param_1._0_1_);
  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)