L L4D2node

rr2::ICriterionFunctor::TypeError

0x00bd90a0 · 103 bytes · __thiscall

_ZN3rr217ICriterionFunctor9TypeErrorERKh

Decompiled

undefined (2 params)

/* rr2::ICriterionFunctor::TypeError(unsigned char const&) */

undefined4 __thiscall rr2::ICriterionFunctor::TypeError(ICriterionFunctor *this,uchar *param_1)

{
  char *pcVar1;
  char *pcVar2;
  char *pcVar3;
  
  pcVar3 = "UNKNOWN";
  pcVar1 = *(char **)(*(int *)(*(int *)this + -4) + 4);
  if ((byte)this[8] < 9) {
    pcVar3 = *(char **)(CSWTCH_65 + (uint)(byte)this[8] * 4);
  }
  pcVar2 = "UNKNOWN";
  if (*param_1 < 9) {
    pcVar2 = *(char **)(CSWTCH_65 + (uint)*param_1 * 4);
  }
  Warning("Criterion functor %s expected param of type %s but got %s.\n",pcVar1 + (*pcVar1 == '*'),
          pcVar3,pcVar2);
  return 0;
}

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)