L L4D2node

CResponseSystem::ParseRule_ApplyContext

0x005ba950 · 221 bytes · __thiscall

_ZN15CResponseSystem22ParseRule_ApplyContextER4Rule

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  CFmtStrN<1024> local_42c [5];
  char local_427 [1031];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (this[0x3d7c] == (CResponseSystem)0x0) {
    if (0 < *(int *)(this + 0x3d8c)) {
      iVar1 = *(int *)(this + 0x3d80);
      uVar2 = RR_Parse(*(char **)(iVar1 + 8),(char *)(this + 0x38c8));
      *(undefined4 *)(iVar1 + 8) = uVar2;
      *(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
    }
    iVar1 = *(int *)(param_1 + 0x20);
  }
  else {
    this[0x3d7c] = (CResponseSystem)0x0;
    iVar1 = *(int *)(param_1 + 0x20);
  }
  if (iVar1 == 0) {
    uVar2 = ResponseCopyString((char *)(this + 0x38c8));
    *(undefined4 *)(param_1 + 0x20) = uVar2;
  }
  else {
    CFmtStrN<1024>::CFmtStrN(local_42c,"%s,%s",iVar1,this + 0x38c8);
    uVar2 = ResponseCopyString(local_427);
    *(undefined4 *)(param_1 + 0x20) = uVar2;
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)