L L4D2node

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 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)