L L4D2node

netadr_s::CompareAdr

0x00047df0 · 75 bytes · __thiscall

_ZNK8netadr_s10CompareAdrERKS_b

Decompiled

undefined (3 params)

/* netadr_s::CompareAdr(netadr_s const&, bool) const */

undefined4 __thiscall netadr_s::CompareAdr(netadr_s *this,netadr_s *param_1,bool param_2)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = 0;
  iVar1 = *(int *)param_1;
  if (iVar1 == *(int *)this) {
    if (iVar1 - 1U < 2) {
      uVar2 = 1;
    }
    else if ((iVar1 == 3) && ((param_2 || (*(short *)(this + 8) == *(short *)(param_1 + 8))))) {
      uVar2 = CONCAT31((int3)((uint)*(int *)(this + 4) >> 8),
                       *(int *)(param_1 + 4) == *(int *)(this + 4));
    }
  }
  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)