L L4D2node

rr2::CRule::HasCriterionWithKey

0x00bda920 · 254 bytes · __thiscall

_ZNK3rr25CRule19HasCriterionWithKeyERKNS_6SymbolE

Decompiled

undefined (2 params)

/* rr2::CRule::HasCriterionWithKey(rr2::Symbol const&) const */

undefined4 __thiscall rr2::CRule::HasCriterionWithKey(CRule *this,Symbol *param_1)

{
  short sVar1;
  int iVar2;
  short *psVar3;
  
  sVar1 = *(short *)param_1;
  if (*(int *)(this + 8) < 1) {
LAB_00bda95b:
    if (*(int *)(this + 0x18) < 1) {
LAB_00bda98b:
      if (*(int *)(this + 0x28) < 1) {
LAB_00bda9bb:
        if (*(int *)(this + 0x38) < 1) {
LAB_00bda9df:
          if (*(int *)(this + 0x48) < 1) {
LAB_00bdaa07:
            if (*(int *)(this + 0x58) < 1) {
              return 0;
            }
            psVar3 = *(short **)(this + 0x50);
            if (sVar1 != *psVar3) {
              iVar2 = 0;
              do {
                iVar2 = iVar2 + 1;
                if (iVar2 == *(int *)(this + 0x58)) {
                  return 0;
                }
                psVar3 = psVar3 + 6;
              } while (sVar1 != *psVar3);
            }
          }
          else {
            psVar3 = *(short **)(this + 0x40);
            if (sVar1 != *psVar3) {
              iVar2 = 0;
              do {
                iVar2 = iVar2 + 1;
                if (iVar2 == *(int *)(this + 0x48)) goto LAB_00bdaa07;
                psVar3 = psVar3 + 10;
              } while (sVar1 != *psVar3);
            }
          }
        }
        else {
          psVar3 = *(short **)(this + 0x30);
          if (sVar1 != *psVar3) {
            iVar2 = 0;
            do {
              iVar2 = iVar2 + 1;
              if (iVar2 == *(int *)(this + 0x38)) goto LAB_00bda9df;
              psVar3 = psVar3 + 10;
            } while (sVar1 != *psVar3);
          }
        }
      }
      else {
        psVar3 = *(short **)(this + 0x20);
        if (sVar1 != *psVar3) {
          iVar2 = 0;
          do {
            iVar2 = iVar2 + 1;
            if (iVar2 == *(int *)(this + 0x28)) goto LAB_00bda9bb;
            psVar3 = psVar3 + 6;
          } while (sVar1 != *psVar3);
        }
      }
    }
    else {
      psVar3 = *(short **)(this + 0x10);
      if (sVar1 != *psVar3) {
        iVar2 = 0;
        do {
          iVar2 = iVar2 + 1;
          if (iVar2 == *(int *)(this + 0x18)) goto LAB_00bda98b;
          psVar3 = psVar3 + 10;
        } while (sVar1 != *psVar3);
      }
    }
  }
  else {
    psVar3 = *(short **)this;
    if (sVar1 != *psVar3) {
      iVar2 = 0;
      do {
        iVar2 = iVar2 + 1;
        if (iVar2 == *(int *)(this + 8)) goto LAB_00bda95b;
        psVar3 = psVar3 + 10;
      } while (sVar1 != *psVar3);
    }
  }
  return 1;
}

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)