CResponseSystem::LoadRuleSet
0x005b5950 · 202 bytes · __thiscall
_ZN15CResponseSystem11LoadRuleSetEPKc
Decompiled
undefined (2 params)
/* CResponseSystem::LoadRuleSet(char const*) */
void __thiscall CResponseSystem::LoadRuleSet(CResponseSystem *this,char *param_1)
{
uchar *puVar1;
longdouble lVar2;
longdouble lVar3;
int local_20 [4];
lVar2 = (longdouble)Plat_FloatTime();
local_20[0] = 0;
puVar1 = (uchar *)UTIL_LoadFileForMe(param_1,local_20);
if ((0 < local_20[0]) && (puVar1 != (uchar *)0x0)) {
CStringPool::FreeAll((CStringPool *)(this + 0x3d94));
LoadFromBuffer(this,param_1,(char *)puVar1);
UTIL_FreeFile(puVar1);
lVar3 = (longdouble)Plat_FloatTime();
COM_TimestampedLog("CResponseSystem::LoadRuleSet took %f msec",
(double)(((float)lVar3 - (float)lVar2) * 1000.0));
return;
}
DevMsg(1,"CResponseSystem: failed to load %s\n",param_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.