L L4D2node

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 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)