L L4D2node

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 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)