L L4D2node

netadr_s::operator<

0x002556a0 · 44 bytes · __thiscall

_ZNK8netadr_sltERKS_

Decompiled

undefined (2 params)

/* netadr_s::TEMPNAMEPLACEHOLDERVALUE(netadr_s const&) const */

undefined2 __thiscall netadr_s::operator<(netadr_s *this,netadr_s *param_1)

{
  undefined2 uVar1;
  
  uVar1 = 1;
  if ((*(uint *)(this + 4) <= *(uint *)(param_1 + 4)) &&
     (uVar1 = 0, *(uint *)(param_1 + 4) == *(uint *)(this + 4))) {
    uVar1 = CONCAT11((char)(*(ushort *)(this + 8) >> 8),
                     *(ushort *)(param_1 + 8) < *(ushort *)(this + 8));
  }
  return uVar1;
}

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)