L L4D2node

CModAppSystemGroup::ModuleAlreadyInList

0x002169d0 · 153 bytes · __thiscall

_ZN18CModAppSystemGroup19ModuleAlreadyInListER10CUtlVectorI15AppSystemInfo_t10CUtlMemoryIS1_iEEPKcS7_

Decompiled

undefined (4 params)

/* CModAppSystemGroup::ModuleAlreadyInList(CUtlVector<AppSystemInfo_t, CUtlMemory<AppSystemInfo_t,
   int> >&, char const*, char const*) */

undefined4 __thiscall
CModAppSystemGroup::ModuleAlreadyInList
          (CModAppSystemGroup *this,CUtlVector *param_1,char *param_2,char *param_3)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(param_1 + 0xc)) {
    do {
      iVar1 = _V_stricmp(*(char **)(*(int *)param_1 + iVar2 * 8),param_2);
      if (iVar1 == 0) {
        iVar1 = _V_stricmp(*(char **)(*(int *)param_1 + 4 + iVar2 * 8),param_3);
        if (iVar1 == 0) {
          return 1;
        }
        Error("Game and client .dlls requesting different versions \'%s\' vs. \'%s\' from \'%s\'\n",
              *(undefined4 *)(*(int *)param_1 + 4 + iVar2 * 8),param_3,param_2);
        return 1;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(param_1 + 0xc));
  }
  return 0;
}

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)