L L4D2node

ModelInstanceHashCompare

0x001856a0 · 20 bytes · __cdecl

_ZL24ModelInstanceHashCompareRK23ModelInstanceHashPair_tS1_

Decompiled

undefined (2 params)

/* ModelInstanceHashCompare(ModelInstanceHashPair_t const&, ModelInstanceHashPair_t const&) */

undefined2
ModelInstanceHashCompare(ModelInstanceHashPair_t *param_1,ModelInstanceHashPair_t *param_2)

{
  return CONCAT11((char)((ushort)*(short *)param_2 >> 8),*(short *)param_1 == *(short *)param_2);
}

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)