L L4D2node

CompareBitArrays

0x00142200 · 47 bytes · __cdecl

_Z16CompareBitArraysPKvS0_ii

Decompiled

undefined (4 params)

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

void CompareBitArrays(void *param_1,void *param_2,int param_3,int param_4)

{
  if ((((byte)~(byte)((uint)param_3 >> 0x18) >> 7 & param_3 == param_4) != 0) &&
     (param_1 != param_2)) {
    AreBitArraysEqual(param_1,param_2,param_3);
    return;
  }
  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)