rr2::CResponseDB::ReserveRules
0x00bd8140 · 99 bytes · __thiscall
_ZN3rr211CResponseDB12ReserveRulesEi
Decompiled
undefined (2 params)
/* rr2::CResponseDB::ReserveRules(int) */
void __thiscall rr2::CResponseDB::ReserveRules(CResponseDB *this,int param_1)
{
void *pvVar1;
if ((*(int *)(this + 0x40) < param_1) && (-1 < *(int *)(this + 0x44))) {
*(int *)(this + 0x40) = param_1;
if (*(void **)(this + 0x3c) != (void *)0x0) {
pvVar1 = realloc(*(void **)(this + 0x3c),param_1 * 100);
*(void **)(this + 0x3c) = pvVar1;
*(void **)(this + 0x4c) = pvVar1;
return;
}
pvVar1 = malloc(param_1 * 100);
*(void **)(this + 0x3c) = pvVar1;
*(void **)(this + 0x4c) = pvVar1;
return;
}
*(undefined4 *)(this + 0x4c) = *(undefined4 *)(this + 0x3c);
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.