rr2::CRuleBuilder::AddCriterion
0x00bdab30 · 42 bytes · __thiscall
_ZN3rr212CRuleBuilder12AddCriterionERKNS_16CriterionDynamicEb
Decompiled
undefined (3 params)
/* rr2::CRuleBuilder::AddCriterion(rr2::CriterionDynamic const&, bool) */
void __thiscall
rr2::CRuleBuilder::AddCriterion(CRuleBuilder *this,CriterionDynamic *param_1,bool param_2)
{
int iVar1;
iVar1 = *(int *)(this + 4);
if (!param_2) {
iVar1 = iVar1 + 0x30;
}
CUtlVector<rr2::CriterionDynamic,CUtlMemoryConservative<rr2::CriterionDynamic>>::InsertBefore
((CUtlVector<rr2::CriterionDynamic,CUtlMemoryConservative<rr2::CriterionDynamic>> *)
(iVar1 + 0x10),*(int *)(iVar1 + 0x18),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.