L L4D2node

CNetworkStringDict::CTableItem::Less

0x001a8600 · 20 bytes · __cdecl

_ZN18CNetworkStringDict10CTableItem4LessERKS0_S2_

Decompiled

undefined (2 params)

/* CNetworkStringDict::CTableItem::Less(CNetworkStringDict::CTableItem const&,
   CNetworkStringDict::CTableItem const&) */

undefined4 CNetworkStringDict::CTableItem::Less(CTableItem *param_1,CTableItem *param_2)

{
  return CONCAT31((int3)(*(uint *)(param_2 + 0x14) >> 8),
                  *(uint *)(param_1 + 0x14) < *(uint *)(param_2 + 0x14));
}

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)