L L4D2node

CUtlString::operator==

0x00263500 · 45 bytes · __thiscall

_ZNK10CUtlStringeqEPKc

Decompiled

undefined (2 params)

/* CUtlString::TEMPNAMEPLACEHOLDERVALUE(char const*) const */

bool __thiscall CUtlString::operator==(CUtlString *this,char *param_1)

{
  char *__s1;
  int iVar1;
  
  __s1 = "";
  if (*(int *)(this + 0xc) != 0) {
    __s1 = *(char **)this;
  }
  iVar1 = strcmp(__s1,param_1);
  return iVar1 == 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)