Rule::GetValueForRuleCriterionByName
0x005b5fc0 · 100 bytes · __thiscall
_ZN4Rule30GetValueForRuleCriterionByNameEP15CResponseSystemRK10CUtlSymbol
Decompiled
undefined (3 params)
/* Rule::GetValueForRuleCriterionByName(CResponseSystem*, CUtlSymbol const&) */
int __thiscall
Rule::GetValueForRuleCriterionByName(Rule *this,CResponseSystem *param_1,CUtlSymbol *param_2)
{
ushort *puVar1;
int iVar2;
int iVar3;
ushort *puVar4;
if (0 < *(int *)(this + 8)) {
puVar4 = *(ushort **)this;
puVar1 = puVar4 + *(int *)(this + 8);
iVar2 = *(int *)(param_1 + 0x48);
do {
iVar3 = RecursiveGetValueForRuleCriterionByName
(this,param_1,(Criteria *)(iVar2 + 0xc + (uint)*puVar4 * 0x34),param_2);
if (iVar3 != 0) {
return iVar3;
}
puVar4 = puVar4 + 1;
} while (puVar4 != puVar1);
}
return 0;
}
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.