L L4D2node

CResponseSystem::ParseCriterion

0x005bd320 · 172 bytes · __thiscall

_ZN15CResponseSystem14ParseCriterionEv

Decompiled

undefined (1 param)

/* CResponseSystem::ParseCriterion() */

void __thiscall CResponseSystem::ParseCriterion(CResponseSystem *this)

{
  int iVar1;
  undefined4 uVar2;
  int in_GS_OFFSET;
  char local_a0 [128];
  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;
    }
  }
  else {
    this[0x3d7c] = (CResponseSystem)0x0;
  }
  V_strncpy(local_a0,(char *)(this + 0x38c8),0x80);
  ParseOneCriterion(this,local_a0);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)