L L4D2node

CUtlSymbol::operator==

0x00264790 · 47 bytes · __thiscall

_ZNK10CUtlSymboleqEPKc

Decompiled

undefined (2 params)

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

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

{
  char *__s1;
  int iVar1;
  bool bVar2;
  
  bVar2 = false;
  if (*(short *)this != -1) {
    __s1 = (char *)String(this);
    iVar1 = strcmp(__s1,param_1);
    bVar2 = iVar1 == 0;
  }
  return bVar2;
}

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)