CScriptFunctionCriterion::Compare
0x0080e1a0 · 245 bytes · __thiscall
_ZN24CScriptFunctionCriterion7CompareERKN3rr26SymbolERKNS0_8RVariantEPKNS0_14CResponseQueryE
Decompiled
undefined (4 params)
/* CScriptFunctionCriterion::Compare(rr2::Symbol const&, rr2::RVariant const&, rr2::CResponseQuery
const*) */
uint __thiscall
CScriptFunctionCriterion::Compare
(CScriptFunctionCriterion *this,Symbol *param_1,RVariant *param_2,CResponseQuery *param_3)
{
uint uVar1;
void *local_38;
void *local_34;
undefined4 local_30;
short local_2c;
ushort local_2a;
void *local_28;
undefined4 local_24;
undefined2 local_20;
ushort local_1e;
CRuleScriptBridge::ResponseQueryToScript((CRuleScriptBridge *)&local_38,param_3);
local_2c = 0;
local_2a = 0;
local_34 = (void *)0x0;
local_1e = 0;
local_24 = 0;
local_20 = 0x20;
local_28 = local_38;
/* try { // try from 0080e226 to 0080e228 has its CatchHandler @ 0080e295 */
(**(code **)(*g_pScriptVM + 0x50))
(g_pScriptVM,*(undefined4 *)(this + 0xc),&local_28,1,&local_34,
*(undefined4 *)(this + 0x10),1);
if ((local_1e & 1) != 0) {
free(local_28);
}
uVar1 = 0;
if (local_2c != 0) {
uVar1 = (uint)local_34 & 0xff;
}
if ((local_2a & 1) != 0) {
free(local_34);
local_2a = local_2a & 0xfffe;
}
local_34 = (void *)0x0;
local_2c = 0;
local_30 = 0;
if (local_38 != (void *)0x0) {
(**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,local_38);
}
return uVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.