L L4D2node

rr2::CRuleBuilder::SetPayload

0x00bd99f0 · 40 bytes · __thiscall

_ZN3rr212CRuleBuilder10SetPayloadEPNS_12IRulePayloadE

Decompiled

undefined (2 params)

/* rr2::CRuleBuilder::SetPayload(rr2::IRulePayload*) */

void __thiscall rr2::CRuleBuilder::SetPayload(CRuleBuilder *this,IRulePayload *param_1)

{
  int iVar1;
  int *piVar2;
  
  iVar1 = *(int *)(this + 4);
  piVar2 = *(int **)(iVar1 + 0x60);
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 4))(piVar2);
  }
  *(IRulePayload **)(iVar1 + 0x60) = param_1;
  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)