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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.