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 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.