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 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.