L L4D2node

CBasePlayer::StartUserMessageThrottling

0x007bcc30 · 16 bytes · __thiscall

_ZN11CBasePlayer26StartUserMessageThrottlingEPPKci

Decompiled

undefined (3 params)

/* CBasePlayer::StartUserMessageThrottling(char const**, int) */

void __thiscall
CBasePlayer::StartUserMessageThrottling(CBasePlayer *this,char **param_1,int param_2)

{
  CUserMessageThrottleMgr::Start((CUserMessageThrottleMgr *)g_ThrottleMgr,param_1,param_2);
  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)