L L4D2node

rr2::CRuleBuilder::Compact

0x00bd98d0 · 216 bytes · __thiscall

_ZN3rr212CRuleBuilder7CompactEv

Decompiled

undefined (1 param)

/* rr2::CRuleBuilder::Compact() */

void __thiscall rr2::CRuleBuilder::Compact(CRuleBuilder *this)

{
  undefined4 *puVar1;
  int iVar2;
  void *pvVar3;
  size_t sVar4;
  
  puVar1 = *(undefined4 **)(this + 4);
  iVar2 = puVar1[2];
  pvVar3 = realloc((void *)*puVar1,iVar2 * 0x14);
  puVar1[1] = iVar2 * 0x14;
  *puVar1 = pvVar3;
  iVar2 = *(int *)(this + 4);
  sVar4 = *(int *)(iVar2 + 0x18) * 0x14;
  pvVar3 = realloc(*(void **)(iVar2 + 0x10),sVar4);
  *(size_t *)(iVar2 + 0x14) = sVar4;
  *(void **)(iVar2 + 0x10) = pvVar3;
  iVar2 = *(int *)(this + 4);
  sVar4 = *(int *)(iVar2 + 0x28) * 0xc;
  pvVar3 = realloc(*(void **)(iVar2 + 0x20),sVar4);
  *(size_t *)(iVar2 + 0x24) = sVar4;
  *(void **)(iVar2 + 0x20) = pvVar3;
  iVar2 = *(int *)(this + 4);
  sVar4 = *(int *)(iVar2 + 0x38) * 0x14;
  pvVar3 = realloc(*(void **)(iVar2 + 0x30),sVar4);
  *(size_t *)(iVar2 + 0x34) = sVar4;
  *(void **)(iVar2 + 0x30) = pvVar3;
  iVar2 = *(int *)(this + 4);
  sVar4 = *(int *)(iVar2 + 0x48) * 0x14;
  pvVar3 = realloc(*(void **)(iVar2 + 0x40),sVar4);
  *(size_t *)(iVar2 + 0x44) = sVar4;
  *(void **)(iVar2 + 0x40) = pvVar3;
  iVar2 = *(int *)(this + 4);
  sVar4 = *(int *)(iVar2 + 0x58) * 0xc;
  pvVar3 = realloc(*(void **)(iVar2 + 0x50),sVar4);
  *(size_t *)(iVar2 + 0x54) = sVar4;
  *(void **)(iVar2 + 0x50) = pvVar3;
  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)