CResponseSystem::DumpRules
0x005b7880 · 225 bytes · __thiscall
_ZN15CResponseSystem9DumpRulesEv
Decompiled
undefined (1 param)
/* CResponseSystem::DumpRules() */
void __thiscall CResponseSystem::DumpRules(CResponseSystem *this)
{
ushort uVar1;
undefined1 *puVar2;
int iVar3;
uint uVar4;
uint uVar5;
uint local_30;
undefined4 local_24 [5];
uVar5 = 0;
uVar4 = 0;
local_30 = 0;
do {
if (*(ushort *)(this + local_30 * 0x38 + 0x8e) <= uVar4) {
return;
}
iVar3 = local_30 * 0x38;
local_24[0] = *(undefined4 *)(uVar4 * 0x10 + *(int *)(this + iVar3 + 0x80) + 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 + iVar3 + 0x98),(Node_t *)local_24);
if (uVar1 == 0xffff) {
puVar2 = &DAT_00d539c2;
}
else {
puVar2 = *(undefined1 **)((uint)uVar1 * 0x10 + *(int *)(this + iVar3 + 0x9c) + 0xc);
}
Msg(&DAT_00c5799e,puVar2);
if (uVar4 + 1 < (uint)*(ushort *)(this + local_30 * 0x38 + 0x8e)) {
uVar5 = uVar5 + 1;
if (uVar5 == 0xffffffff) {
return;
}
}
else {
if (0xff < local_30 + 1) {
return;
}
uVar5 = (local_30 + 1) * 0x10000;
}
uVar4 = uVar5 & 0xffff;
local_30 = uVar5 >> 0x10;
} while (local_30 < 0x100);
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.