L L4D2node

SavedModelInfo_Compare_f

0x00187530 · 103 bytes · __cdecl

_Z24SavedModelInfo_Compare_fPKvS0_

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* SavedModelInfo_Compare_f(void const*, void const*) */

bool SavedModelInfo_Compare_f(void *param_1,void *param_2)

{
  double dVar1;
  double dVar2;
  
  dVar1 = (double)*(longlong *)((int)param_1 + 0x1fc);
  if (*(int *)((int)param_1 + 0x200) < 0) {
    dVar1 = dVar1 + 1.8446744073709552e+19;
  }
  dVar2 = (double)*(longlong *)((int)param_2 + 0x1fc);
  if (*(int *)((int)param_2 + 0x200) < 0) {
    dVar2 = dVar2 + 1.8446744073709552e+19;
  }
  return dVar1 * _g_ClockSpeedSecondsMultiplier < dVar2 * _g_ClockSpeedSecondsMultiplier;
}

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)