L L4D2node

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 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)