CRConServer::FailedRCon_t::operator<
0x0020aff0 · 76 bytes · __thiscall
_ZNK11CRConServer12FailedRCon_tltERKS0_
Decompiled
undefined (2 params)
/* CRConServer::FailedRCon_t::TEMPNAMEPLACEHOLDERVALUE(CRConServer::FailedRCon_t const&) const */
undefined4 __thiscall CRConServer::FailedRCon_t::operator<(FailedRCon_t *this,FailedRCon_t *param_1)
{
int iVar1;
int iVar2;
iVar2 = 0;
if (*(ushort *)(this + 0x22) != 0) {
iVar2 = (int)*(float *)(*(int *)(this + 0x10) + (*(ushort *)(this + 0x22) - 1 & 0xffff) * 8);
}
iVar1 = 0;
if (*(ushort *)(param_1 + 0x22) != 0) {
iVar1 = (int)*(float *)(*(int *)(param_1 + 0x10) +
(*(ushort *)(param_1 + 0x22) - 1 & 0xffff) * 8);
}
return CONCAT31((int3)((uint)iVar1 >> 8),iVar2 < iVar1);
}
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.