L L4D2node

COM_CompareFileTime

0x001275b0 · 145 bytes · __cdecl

_Z19COM_CompareFileTimePKcS0_Pi

Decompiled

undefined (3 params)

/* COM_CompareFileTime(char const*, char const*, int*) */

undefined4 COM_CompareFileTime(char *param_1,char *param_2,int *param_3)

{
  long lVar1;
  long lVar2;
  int iVar3;
  undefined4 uVar4;
  
  if (param_3 != (int *)0x0) {
    *param_3 = 0;
  }
  if ((param_1 == (char *)0x0) || (param_2 == (char *)0x0)) {
    uVar4 = 0;
  }
  else {
    uVar4 = 1;
    lVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x34))(g_pFileSystem + 4,param_1,0);
    lVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x34))(g_pFileSystem + 4,param_2,0);
    if (param_3 != (int *)0x0) {
      iVar3 = Sys_CompareFileTime(lVar1,lVar2);
      *param_3 = iVar3;
      return 1;
    }
  }
  return uVar4;
}

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)