L L4D2node

CRuleScriptBridge::Binding_AddRuleFromScript

0x0080cdf0 · 48 bytes · __thiscall

_ZN17CRuleScriptBridge25Binding_AddRuleFromScriptEP9HSCRIPT__

Decompiled

undefined (2 params)

/* CRuleScriptBridge::Binding_AddRuleFromScript(HSCRIPT__*) */

void __thiscall
CRuleScriptBridge::Binding_AddRuleFromScript(CRuleScriptBridge *this,HSCRIPT__ *param_1)

{
  AddRuleFromScript(*(IResponseDB **)this,param_1,0 < *(int *)(rr_debugresponses._28_4_ + 0x30));
  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)