L L4D2node

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 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)