L L4D2node

CUtlSymbolTable::CLess::operator()

0x00263a70 · 203 bytes · __thiscall

_ZNK15CUtlSymbolTable5CLessclERKNS_16CStringPoolIndexES3_

Decompiled

undefined (3 params)

/* CUtlSymbolTable::CLess::TEMPNAMEPLACEHOLDERVALUE(CUtlSymbolTable::CStringPoolIndex const&,
   CUtlSymbolTable::CStringPoolIndex const&) const */

uint __thiscall
CUtlSymbolTable::CLess::operator()(CLess *this,CStringPoolIndex *param_1,CStringPoolIndex *param_2)

{
  int iVar1;
  uint uVar2;
  ushort uVar3;
  ushort uVar4;
  char *__s1;
  char *__s2;
  bool bVar5;
  
  if ((*(ushort *)param_1 == 0xffff) && (*(ushort *)(param_1 + 2) == 0xffff)) {
    __s1 = *(char **)(this + 0x20);
    uVar4 = *(ushort *)(this + 0x1e);
  }
  else {
    iVar1 = (uint)*(ushort *)(param_1 + 2) +
            *(int *)(*(int *)(this + 0x24) + (uint)*(ushort *)param_1 * 4);
    uVar4 = *(ushort *)(iVar1 + 8);
    __s1 = (char *)(iVar1 + 10);
  }
  if ((*(ushort *)param_2 == 0xffff) && (*(ushort *)(param_2 + 2) == 0xffff)) {
    __s2 = *(char **)(this + 0x20);
    uVar3 = *(ushort *)(this + 0x1e);
    iVar1 = 0xffff;
  }
  else {
    iVar1 = (uint)*(ushort *)(param_2 + 2) +
            *(int *)(*(int *)(this + 0x24) + (uint)*(ushort *)param_2 * 4);
    uVar3 = *(ushort *)(iVar1 + 8);
    __s2 = (char *)(iVar1 + 10);
  }
  uVar2 = CONCAT31((int3)((uint)iVar1 >> 8),uVar4 < uVar3);
  if ((uVar4 == uVar3) && ((__s2 == (char *)0x0 || (uVar2 = 0, __s1 != (char *)0x0)))) {
    bVar5 = __s2 == (char *)0x0;
    uVar2 = CONCAT31((int3)(uVar2 >> 8),__s1 != (char *)0x0 && bVar5);
    if ((__s1 == (char *)0x0 || !bVar5) && ((!bVar5 || (__s1 != (char *)0x0)))) {
      if (this[0x1c] == (CLess)0x0) {
        uVar2 = strcmp(__s1,__s2);
        uVar2 = uVar2 >> 0x1f;
      }
      else {
        uVar2 = _V_stricmp(__s1,__s2);
        uVar2 = uVar2 >> 0x1f;
      }
    }
  }
  return uVar2;
}

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)