L L4D2node

ResponseRulePartition::ResponseRulePartition

0x005b3f40 · 182 bytes · __thiscall

_ZN21ResponseRulePartitionC2Ev

Decompiled

undefined (1 param)

/* ResponseRulePartition::ResponseRulePartition() */

void __thiscall ResponseRulePartition::ResponseRulePartition(ResponseRulePartition *this)

{
  ResponseRulePartition *pRVar1;
  ResponseRulePartition *pRVar2;
  
  pRVar1 = this;
  do {
    *(code **)pRVar1 = CDefOps<unsigned_int>::LessFunc;
    pRVar2 = pRVar1 + 0x38;
    *(undefined4 *)(this + (int)(pRVar1 + (4 - (int)this))) = 0;
    *(undefined4 *)(this + (int)(pRVar1 + (8 - (int)this))) = 0;
    *(undefined4 *)(this + (int)(pRVar1 + (0xc - (int)this))) = 0;
    *(undefined2 *)(pRVar1 + 0x10) = 0xffff;
    *(undefined2 *)(pRVar1 + 0x12) = 0;
    *(undefined2 *)(pRVar1 + 0x14) = 0xffff;
    *(undefined2 *)(pRVar1 + 0x16) = 0xffff;
    *(undefined4 *)(pRVar1 + 0x18) = 0;
    *(code **)(pRVar1 + 0x1c) = CDefOps<unsigned_int>::LessFunc;
    *(undefined4 *)(this + (int)(pRVar1 + (0x20 - (int)this))) = 0;
    *(undefined4 *)(this + (int)(pRVar1 + (0x24 - (int)this))) = 0;
    *(undefined4 *)(this + (int)(pRVar1 + (0x28 - (int)this))) = 0;
    *(undefined2 *)(this + (int)(pRVar1 + (0x2c - (int)this))) = 0xffff;
    *(undefined2 *)(this + (int)(pRVar1 + (0x2e - (int)this))) = 0;
    *(undefined2 *)(this + (int)(pRVar1 + (0x30 - (int)this))) = 0xffff;
    *(undefined2 *)(this + (int)(pRVar1 + (0x32 - (int)this))) = 0xffff;
    *(undefined4 *)(this + (int)(pRVar1 + (0x34 - (int)this))) = 0;
    pRVar1 = pRVar2;
  } while (pRVar2 != this + 0x3800);
  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)