L L4D2node

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 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)