rr2::CResponseQuery::AddFact
0x00bd9600 · 77 bytes · __thiscall
_ZN3rr214CResponseQuery7AddFactERKNS_6SymbolEif
Decompiled
undefined (4 params)
/* rr2::CResponseQuery::AddFact(rr2::Symbol const&, int, float) */
void __thiscall
rr2::CResponseQuery::AddFact(CResponseQuery *this,Symbol *param_1,int param_2,float param_3)
{
undefined2 local_1c [2];
float local_18;
int local_14;
float local_10;
local_14 = param_2;
local_18 = param_3;
local_10 = (float)param_2;
local_1c[0] = *(undefined2 *)param_1;
CUtlVector<rr2::CResponseQuery::CFact,CUtlMemory<rr2::CResponseQuery::CFact,int>>::InsertBefore
((CUtlVector<rr2::CResponseQuery::CFact,CUtlMemory<rr2::CResponseQuery::CFact,int>> *)
this,*(int *)(this + 0xc),(CFact *)local_1c);
this[0x18] = (CResponseQuery)0x0;
return;
}
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.