BRejectDueToBacklog
0x00091be0 · 96 bytes · __cdecl
_Z19BRejectDueToBacklogiiii
Decompiled
undefined (4 params)
/* BRejectDueToBacklog(int, int, int, int) */
undefined4 BRejectDueToBacklog(int param_1,int param_2,int param_3,int param_4)
{
undefined4 uVar1;
uVar1 = 1;
if ((param_1 < param_3) && (uVar1 = 0, param_2 <= param_1)) {
uVar1 = CONCAT31((int3)((uint)((param_4 / 10) * 10) >> 8),
(float)(param_4 % 10) <
((float)(param_1 - param_2) * 10.0) / (float)(param_3 - param_2));
}
return uVar1;
}
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.