CUtlSymbol::operator==
0x00050800 · 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 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.