CEdgeList::EdgeLess::Less
0x001cbf40 · 106 bytes · __thiscall
_ZN9CEdgeList8EdgeLess4LessERKtS2_Pv
Decompiled
undefined (4 params)
/* CEdgeList::EdgeLess::Less(unsigned short const&, unsigned short const&, void*) */
bool __thiscall
CEdgeList::EdgeLess::Less(EdgeLess *this,ushort *param_1,ushort *param_2,void *param_3)
{
bool bVar1;
float *pfVar2;
float *pfVar3;
pfVar3 = (float *)((uint)*param_1 * 0x30 + *(int *)param_3);
pfVar2 = (float *)(*(int *)param_3 + (uint)*param_2 * 0x30);
bVar1 = true;
if ((pfVar2[1] <= pfVar3[1]) && (bVar1 = false, pfVar3[1] <= pfVar2[1])) {
bVar1 = true;
if ((*pfVar2 <= *pfVar3) && (bVar1 = false, *pfVar3 <= *pfVar2)) {
bVar1 = pfVar3[6] <= pfVar2[6];
}
}
return bVar1;
}
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.