CResponseSystem::ParseRule_ApplyContextToWorld
0x005b3af0 · 12 bytes · __thiscall
_ZN15CResponseSystem29ParseRule_ApplyContextToWorldER4Rule
Decompiled
undefined (2 params)
/* CResponseSystem::ParseRule_ApplyContextToWorld(Rule&) */
void __thiscall CResponseSystem::ParseRule_ApplyContextToWorld(CResponseSystem *this,Rule *param_1)
{
param_1[0x25] = (Rule)((byte)param_1[0x25] | 1);
return;
}
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.