ReslistLogLessFunc
0x0018b770 · 75 bytes · __cdecl
_ZL18ReslistLogLessFuncRK10CUtlStringS1_
Decompiled
undefined (2 params)
/* ReslistLogLessFunc(CUtlString const&, CUtlString const&) */
uint ReslistLogLessFunc(CUtlString *param_1,CUtlString *param_2)
{
char *pcVar1;
char *pcVar2;
uint uVar3;
pcVar1 = (char *)CUtlString::Get(param_2);
pcVar2 = (char *)CUtlString::Get(param_1);
if (pcVar2 != (char *)0x0) {
uVar3 = 1;
if (pcVar1 != (char *)0x0) {
uVar3 = _V_stricmp(pcVar2,pcVar1);
uVar3 = uVar3 >> 0x1f;
}
return uVar3;
}
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.