L L4D2node

rr2::CResponseDB::DeleteRule

0x00bd81b0 · 141 bytes · __thiscall

_ZN3rr211CResponseDB10DeleteRuleEPNS_5CRuleE

Decompiled

undefined (2 params)

/* rr2::CResponseDB::DeleteRule(rr2::CRule*) */

undefined4 __thiscall rr2::CResponseDB::DeleteRule(CResponseDB *this,CRule *param_1)

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  undefined4 *puVar6;
  byte bVar7;
  
  bVar7 = 0;
  uVar1 = 0;
  iVar3 = (int)param_1 - *(int *)(this + 0x3c) >> 2;
  iVar5 = iVar3 * -0x3d70a3d7;
  if (((-1 < iVar5) && (iVar5 < *(int *)(this + 0x48))) &&
     (iVar3 = iVar3 * 4, param_1 == (CRule *)(*(int *)(this + 0x3c) + iVar3))) {
    CRule::~CRule(param_1);
    if (0 < *(int *)(this + 0x48)) {
      iVar2 = *(int *)(this + 0x48) + -1;
      if (iVar5 - iVar2 != 0) {
        puVar4 = (undefined4 *)(*(int *)(this + 0x3c) + iVar2 * 100);
        puVar6 = (undefined4 *)(*(int *)(this + 0x3c) + iVar3);
        for (iVar5 = 0x19; iVar5 != 0; iVar5 = iVar5 + -1) {
          *puVar6 = *puVar4;
          puVar4 = puVar4 + (uint)bVar7 * -2 + 1;
          puVar6 = puVar6 + (uint)bVar7 * -2 + 1;
        }
        iVar2 = *(int *)(this + 0x48) + -1;
      }
      *(int *)(this + 0x48) = iVar2;
      return 1;
    }
    uVar1 = 1;
  }
  return uVar1;
}

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)