L L4D2node

CResponseSystem::ParseRule_Criteria

0x005b6a10 · 210 bytes · __thiscall

_ZN15CResponseSystem18ParseRule_CriteriaER4Rule

Decompiled

undefined (2 params)

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

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

{
  CResponseSystem *pCVar1;
  int iVar2;
  char cVar3;
  ushort uVar4;
  undefined4 uVar5;
  ushort local_1e [7];
  
  pCVar1 = this + 0x38c8;
  do {
    cVar3 = TokenWaiting(this);
    while( true ) {
      if (cVar3 == '\0') {
        return;
      }
      if (this[0x3d7c] == (CResponseSystem)0x0) {
        if (0 < *(int *)(this + 0x3d8c)) {
          iVar2 = *(int *)(this + 0x3d80);
          uVar5 = RR_Parse(*(char **)(iVar2 + 8),(char *)pCVar1);
          *(undefined4 *)(iVar2 + 8) = uVar5;
          *(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
        }
      }
      else {
        this[0x3d7c] = (CResponseSystem)0x0;
      }
      uVar4 = CResponseDict<Criteria,unsigned_short>::Find
                        ((CResponseDict<Criteria,unsigned_short> *)(this + 0x44),(char *)pCVar1);
      if (uVar4 == 0xffff) break;
      local_1e[0] = uVar4;
      CUtlVector<unsigned_short,CUtlMemoryConservative<unsigned_short>>::InsertBefore
                ((CUtlVector<unsigned_short,CUtlMemoryConservative<unsigned_short>> *)param_1,
                 *(int *)(param_1 + 8),local_1e);
      cVar3 = TokenWaiting(this);
    }
    this[8] = (CResponseSystem)0x0;
    ResponseWarning(this,"No such criterion \'%s\' for rule \'%s\'\n",pCVar1,
                    *(undefined4 *)(this + 4));
  } while( true );
}

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)