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 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.