L L4D2node

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 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)