L L4D2node

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 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)