L L4D2node

rr_reloadresponsesystems

0x005bb030 · 212 bytes · __cdecl

_ZL24rr_reloadresponsesystemsRK8CCommand

Decompiled

undefined (1 param)

/* rr_reloadresponsesystems(CCommand const&) */

void rr_reloadresponsesystems(CCommand *param_1)

{
  CResponseSystem *this;
  char cVar1;
  int iVar2;
  int iVar3;
  ushort uVar4;
  
  cVar1 = UTIL_IsCommandIssuedByServerAdmin();
  if (cVar1 == '\0') {
    return;
  }
  CResponseSystem::Clear((CResponseSystem *)&defaultresponsesytem);
  (**(code **)(defaultresponsesytem + 0x24))(&defaultresponsesytem);
  iVar2 = DAT_00fbc49a - 1;
  iVar3 = iVar2 * 0x10;
  for (; iVar2 != -1; iVar2 = iVar2 + -1) {
    while (this = *(CResponseSystem **)(DAT_00fbc48c + 0xc + iVar3), DAT_00fbc3be == '\0') {
      iVar2 = iVar2 + -1;
      iVar3 = iVar3 + -0x10;
      CResponseSystem::Clear(this);
      (**(code **)(*(int *)this + 0x24))(this);
      if (iVar2 == -1) goto LAB_005bb0f9;
    }
    uVar4 = (ushort)iVar2;
    CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
    ::Unlink((CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
              *)&DAT_00fbc488,uVar4);
    *(ushort *)(DAT_00fbc48c + iVar3) = uVar4;
    *(ushort *)(DAT_00fbc48c + 2 + iVar3) = DAT_00fbc49c;
    iVar3 = iVar3 + -0x10;
    DAT_00fbc49a = DAT_00fbc49a - 1;
    DAT_00fbc49c = uVar4;
  }
LAB_005bb0f9:
                    /* WARNING: Could not recover jumptable at 0x005bb10f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(defaultresponsesytem + 0x1c))();
  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)