L L4D2node

AreBitArraysEqual

0x00142160 · 150 bytes · __cdecl

_Z17AreBitArraysEqualPKvS0_i

Decompiled

undefined (3 params)

/* AreBitArraysEqual(void const*, void const*, int) */

undefined4 AreBitArraysEqual(void *param_1,void *param_2,int param_3)

{
  int iVar1;
  uint uVar2;
  undefined4 uVar3;
  size_t __n;
  
  __n = param_3 >> 3;
  iVar1 = memcmp(param_1,param_2,__n);
  uVar3 = 0;
  if (iVar1 == 0) {
    iVar1 = __n * 8;
    if (iVar1 < param_3) {
      if ((*(byte *)((int)param_2 + __n) & 1) != (*(byte *)((int)param_1 + __n) & 1)) {
        return 0;
      }
      while (iVar1 = iVar1 + 1, iVar1 != param_3) {
        uVar2 = 1 << ((byte)iVar1 & 7);
        if ((*(byte *)((int)param_1 + (iVar1 >> 3)) & uVar2) !=
            (*(byte *)((int)param_2 + (iVar1 >> 3)) & uVar2)) {
          return 0;
        }
      }
    }
    uVar3 = 1;
  }
  return uVar3;
}

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)