L L4D2node

CUtlBinaryBlock::operator==

0x0004f2e0 · 54 bytes · __thiscall

_ZNK15CUtlBinaryBlockeqERKS_

Decompiled

undefined (2 params)

/* CUtlBinaryBlock::TEMPNAMEPLACEHOLDERVALUE(CUtlBinaryBlock const&) const */

bool __thiscall CUtlBinaryBlock::operator==(CUtlBinaryBlock *this,CUtlBinaryBlock *param_1)

{
  int iVar1;
  bool bVar2;
  
  bVar2 = false;
  if (*(size_t *)(param_1 + 0xc) == *(size_t *)(this + 0xc)) {
    iVar1 = memcmp(*(void **)param_1,*(void **)this,*(size_t *)(param_1 + 0xc));
    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)