rr2::CRuleBuilder::ReserveStaticCriteria
0x00bd9a20 · 131 bytes · __thiscall
_ZN3rr212CRuleBuilder21ReserveStaticCriteriaEib
Decompiled
undefined (3 params)
/* rr2::CRuleBuilder::ReserveStaticCriteria(int, bool) */
void __thiscall
rr2::CRuleBuilder::ReserveStaticCriteria(CRuleBuilder *this,int param_1,bool param_2)
{
undefined4 *puVar1;
void *pvVar2;
uint uVar3;
puVar1 = *(undefined4 **)(this + 4);
if (!param_2) {
uVar3 = (uint)puVar1[0xd] / 0x14;
if ((int)uVar3 < (int)(param_1 + uVar3)) {
uVar3 = param_1 + uVar3;
}
pvVar2 = realloc((void *)puVar1[0xc],uVar3 * 0x14);
puVar1[0xd] = uVar3 * 0x14;
puVar1[0xc] = pvVar2;
puVar1[0xf] = pvVar2;
return;
}
uVar3 = (uint)puVar1[1] / 0x14;
if ((int)uVar3 < (int)(param_1 + uVar3)) {
uVar3 = param_1 + uVar3;
}
pvVar2 = realloc((void *)*puVar1,uVar3 * 0x14);
puVar1[1] = uVar3 * 0x14;
*puVar1 = pvVar2;
puVar1[3] = pvVar2;
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.