L L4D2node

ConCommandBaseLessFunc

0x001281d0 · 95 bytes · __cdecl

_ZL22ConCommandBaseLessFuncRKPK14ConCommandBaseS3_

Decompiled

undefined (2 params)

/* ConCommandBaseLessFunc(ConCommandBase const* const&, ConCommandBase const* const&) */

uint ConCommandBaseLessFunc(ConCommandBase **param_1,ConCommandBase **param_2)

{
  char cVar1;
  char *pcVar2;
  char *pcVar3;
  uint uVar4;
  
  pcVar2 = (char *)(**(code **)(*(int *)*param_1 + 0x1c))(*param_1);
  pcVar3 = (char *)(**(code **)(*(int *)*param_2 + 0x1c))(*param_2);
  if ((*pcVar2 == '+') || (*pcVar2 == '-')) {
    cVar1 = *pcVar3;
    pcVar2 = pcVar2 + 1;
  }
  else {
    cVar1 = *pcVar3;
  }
  if ((cVar1 == '+') || (cVar1 == '-')) {
    pcVar3 = pcVar3 + 1;
  }
  uVar4 = _V_stricmp(pcVar2,pcVar3);
  return uVar4 >> 0x1f;
}

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)