L L4D2node

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 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)