L L4D2node

CResponseSystem::ParseRule_ForceWeight

0x005b54c0 · 210 bytes · __thiscall

_ZN15CResponseSystem21ParseRule_ForceWeightER4Rule

Decompiled

undefined (2 params)

/* CResponseSystem::ParseRule_ForceWeight(Rule&) */

void __thiscall CResponseSystem::ParseRule_ForceWeight(CResponseSystem *this,Rule *param_1)

{
  CResponseSystem CVar1;
  int iVar2;
  undefined4 uVar3;
  long lVar4;
  
  if (this[0x3d7c] == (CResponseSystem)0x0) {
    if (0 < *(int *)(this + 0x3d8c)) {
      iVar2 = *(int *)(this + 0x3d80);
      uVar3 = RR_Parse(*(char **)(iVar2 + 8),(char *)(this + 0x38c8));
      *(undefined4 *)(iVar2 + 8) = uVar3;
      *(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
    }
    CVar1 = this[0x38c8];
  }
  else {
    CVar1 = this[0x38c8];
    this[0x3d7c] = (CResponseSystem)0x0;
  }
  if (CVar1 != (CResponseSystem)0x0) {
    lVar4 = strtol((char *)(this + 0x38c8),(char **)0x0,10);
    param_1[0x24] = SUB41(lVar4,0);
    if (SUB41(lVar4,0) == (Rule)0x0) {
      ResponseWarning(this,
                      "Rule \'%s\' had forceweight \'%s\', which doesn\'t work out to a nonzero number. Ignoring.\n"
                      ,*(undefined4 *)(this + 4),this + 0x38c8);
      return;
    }
    return;
  }
  ResponseWarning(this,
                  "Forceweight token in rule \'%s\' did not specify a numerical weight! Ignoring.\n"
                  ,*(undefined4 *)(this + 4));
  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)