L L4D2node

rr2::CResponseQuery::AddFact

0x00bd9650 · 79 bytes · __thiscall

_ZN3rr214CResponseQuery7AddFactERKNS_6SymbolEff

Decompiled

undefined (4 params)

/* rr2::CResponseQuery::AddFact(rr2::Symbol const&, float, float) */

void __thiscall
rr2::CResponseQuery::AddFact(CResponseQuery *this,Symbol *param_1,float param_2,float param_3)

{
  undefined2 local_1c [2];
  float local_18;
  int local_14;
  float local_10;
  
  local_10 = param_2;
  local_1c[0] = *(undefined2 *)param_1;
  local_18 = param_3;
  local_14 = (int)param_2;
  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 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)