rr2::IResponseDB::AddRule
0x00bd9060 · 50 bytes · __cdecl
_ZN3rr211IResponseDB7AddRuleEv
Decompiled
undefined (0 params)
/* rr2::IResponseDB::AddRule() */
undefined1 * rr2::IResponseDB::AddRule(void)
{
undefined4 uVar1;
undefined1 *in_stack_00000004;
int *in_stack_00000008;
uVar1 = (**(code **)(*in_stack_00000008 + 0x1c))();
*(int **)(in_stack_00000004 + 8) = in_stack_00000008;
*(undefined4 *)(in_stack_00000004 + 4) = uVar1;
*in_stack_00000004 = 0;
CRuleBuilder::Begin();
return in_stack_00000004;
}
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.