rr2::CRuleBuilder::ReserveDynamicCriteria
0x00bd9ab0 · 133 bytes · __thiscall
_ZN3rr212CRuleBuilder22ReserveDynamicCriteriaEib
Decompiled
undefined (3 params)
/* rr2::CRuleBuilder::ReserveDynamicCriteria(int, bool) */
void __thiscall
rr2::CRuleBuilder::ReserveDynamicCriteria(CRuleBuilder *this,int param_1,bool param_2)
{
int iVar1;
void *pvVar2;
uint uVar3;
iVar1 = *(int *)(this + 4);
if (!param_2) {
uVar3 = *(uint *)(iVar1 + 0x44) / 0x14;
if ((int)uVar3 < (int)(param_1 + uVar3)) {
uVar3 = param_1 + uVar3;
}
pvVar2 = realloc(*(void **)(iVar1 + 0x40),uVar3 * 0x14);
*(uint *)(iVar1 + 0x44) = uVar3 * 0x14;
*(void **)(iVar1 + 0x40) = pvVar2;
*(void **)(iVar1 + 0x4c) = pvVar2;
return;
}
uVar3 = *(uint *)(iVar1 + 0x14) / 0x14;
if ((int)uVar3 < (int)(param_1 + uVar3)) {
uVar3 = param_1 + uVar3;
}
pvVar2 = realloc(*(void **)(iVar1 + 0x10),uVar3 * 0x14);
*(uint *)(iVar1 + 0x14) = uVar3 * 0x14;
*(void **)(iVar1 + 0x10) = pvVar2;
*(void **)(iVar1 + 0x1c) = 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.