L L4D2node

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 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)