L L4D2node

CompareRecvPropToSendProp

0x0014f360 · 109 bytes · __cdecl

_Z25CompareRecvPropToSendPropPK8RecvPropPK8SendProp

Decompiled

undefined (2 params)

/* CompareRecvPropToSendProp(RecvProp const*, SendProp const*) */

undefined4 CompareRecvPropToSendProp(RecvProp *param_1,SendProp *param_2)

{
  int iVar1;
  
  while( true ) {
    if ((param_2 == (SendProp *)0x0) || (param_1 == (RecvProp *)0x0)) {
      Error("CompareRecvPropToSendProp: missing a property.");
      iVar1 = *(int *)(param_1 + 4);
      if (iVar1 != *(int *)(param_2 + 8)) {
        return 0;
      }
    }
    else {
      iVar1 = *(int *)(param_1 + 4);
      if (iVar1 != *(int *)(param_2 + 8)) {
        return 0;
      }
    }
    if (param_1[0x10] != (RecvProp)((byte)((uint)*(undefined4 *)(param_2 + 0x3c) >> 8) & 1)) {
      return 0;
    }
    if (iVar1 != 5) {
      return 1;
    }
    if (*(int *)(param_1 + 0x34) != *(int *)(param_2 + 0x20)) break;
    param_1 = *(RecvProp **)(param_1 + 0x18);
    param_2 = *(SendProp **)(param_2 + 0x18);
  }
  return 0;
}

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)