L L4D2node

CheckConnectionLessRateLimits

0x001f5cc0 · 114 bytes · __cdecl

_Z29CheckConnectionLessRateLimitsR8netadr_s

Decompiled

undefined (1 param)

/* CheckConnectionLessRateLimits(netadr_s&) */

undefined4 CheckConnectionLessRateLimits(netadr_s *param_1)

{
  undefined4 uVar1;
  undefined4 uVar2;
  
  uVar1 = CIPRateLimit::CheckIP
                    (rateChecker,*(undefined4 *)param_1,*(undefined4 *)(param_1 + 4),
                     *(undefined4 *)(param_1 + 8));
  if (((char)uVar1 == '\0') && (*(int *)(sv_logblocks._28_4_ + 0x30) != 0)) {
    uVar2 = netadr_s::ToString(param_1,false);
    CLog::Printf((CLog *)g_Log,"Traffic from %s was blocked for exceeding rate limits\n",uVar2);
  }
  return uVar1;
}

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)