CUtlSymbolTable::CLess::operator()
0x0004fae0 · 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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.