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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.