rr2::CRuleBuilder::AddCriterion
0x00bdab00 · 39 bytes · __thiscall
_ZN3rr212CRuleBuilder12AddCriterionERKNS_15CriterionStaticEb
Decompiled
undefined (3 params)
/* rr2::CRuleBuilder::AddCriterion(rr2::CriterionStatic const&, bool) */
void __thiscall
rr2::CRuleBuilder::AddCriterion(CRuleBuilder *this,CriterionStatic *param_1,bool param_2)
{
CUtlVector<rr2::CriterionStatic,CUtlMemoryConservative<rr2::CriterionStatic>> *this_00;
this_00 = *(CUtlVector<rr2::CriterionStatic,CUtlMemoryConservative<rr2::CriterionStatic>> **)
(this + 4);
if (!param_2) {
this_00 = this_00 + 0x30;
}
CUtlVector<rr2::CriterionStatic,CUtlMemoryConservative<rr2::CriterionStatic>>::InsertBefore
(this_00,*(int *)(this_00 + 8),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.