L L4D2node

netadr_s::CompareClassCAdr

0x00047e90 · 62 bytes · __thiscall

_ZNK8netadr_s16CompareClassCAdrERKS_

Decompiled

undefined (2 params)

/* netadr_s::CompareClassCAdr(netadr_s const&) const */

undefined4 __thiscall netadr_s::CompareClassCAdr(netadr_s *this,netadr_s *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  uVar2 = 0;
  iVar1 = *(int *)param_1;
  if (iVar1 == *(int *)this) {
    if (iVar1 == 1) {
      uVar2 = 1;
    }
    else if (iVar1 == 3) {
      uVar2 = CONCAT31((int3)((*(uint *)(this + 4) & 0xffffff) >> 8),
                       (*(uint *)(param_1 + 4) & 0xffffff) == (*(uint *)(this + 4) & 0xffffff));
    }
  }
  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)