L L4D2node

DmeFramerate_t::SetFramerate

0x00bf1180 · 144 bytes · __thiscall

_ZN14DmeFramerate_t12SetFramerateEf

Decompiled

undefined (2 params)

/* DmeFramerate_t::SetFramerate(float) */

void __thiscall DmeFramerate_t::SetFramerate(DmeFramerate_t *this,float param_1)

{
  float fVar1;
  
  if (0.001 <= ABS((float)(int)ROUND(param_1) - param_1)) {
    fVar1 = param_1 * 1.001;
    if (ABS((float)(int)ROUND(fVar1) - fVar1) < 0.01) {
      *(undefined2 *)(this + 2) = 0x271a;
      *(short *)this = (short)(int)ROUND(fVar1);
      return;
    }
  }
  *(short *)this = (short)(int)ROUND(param_1);
  *(undefined2 *)(this + 2) = 10000;
  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)