L L4D2node

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 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)