L L4D2node

CServerGameClients::GetPlayerLimits

0x006506c0 · 30 bytes · __thiscall

_ZNK18CServerGameClients15GetPlayerLimitsERiS0_S0_

Decompiled

undefined (4 params)

/* CServerGameClients::GetPlayerLimits(int&, int&, int&) const */

void __thiscall
CServerGameClients::GetPlayerLimits(CServerGameClients *this,int *param_1,int *param_2,int *param_3)

{
  *param_1 = 0x12;
  *param_2 = 0x12;
  *param_3 = *param_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)