ResponseRulePartition::GetElementName
0x005b7810 · 96 bytes · __thiscall
_ZNK21ResponseRulePartition14GetElementNameERKj
Decompiled
undefined (2 params)
/* ResponseRulePartition::GetElementName(unsigned int const&) const */
undefined1 * __thiscall
ResponseRulePartition::GetElementName(ResponseRulePartition *this,uint *param_1)
{
ushort uVar1;
uint uVar2;
undefined4 local_14 [3];
uVar2 = *param_1 >> 0x10;
local_14[0] = *(undefined4 *)((*param_1 & 0xffff) * 0x10 + *(int *)(this + uVar2 * 0x38 + 4) + 8);
uVar1 = CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + uVar2 * 0x38 + 0x1c),(Node_t *)local_14);
if (uVar1 != 0xffff) {
return *(undefined1 **)((uint)uVar1 * 0x10 + *(int *)(this + uVar2 * 0x38 + 0x20) + 0xc);
}
return &DAT_00d539c2;
}
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.