GCSDK::CRecordInfo::CompareFTSIndexLists
0x00092df0 · 116 bytes · __thiscall
_ZNK5GCSDK11CRecordInfo20CompareFTSIndexListsEPS0_
Decompiled
undefined (2 params)
/* GCSDK::CRecordInfo::CompareFTSIndexLists(GCSDK::CRecordInfo*) const */
undefined4 __thiscall
GCSDK::CRecordInfo::CompareFTSIndexLists(CRecordInfo *this,CRecordInfo *param_1)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
iVar1 = *(int *)(this + 0xf8);
if (iVar1 != *(int *)(param_1 + 0xf8)) {
return 0;
}
if (0 < iVar1) {
iVar4 = 0;
do {
iVar2 = *(int *)(*(int *)(param_1 + 0xec) + iVar4 * 4);
if (**(int **)(this + 0xec) != iVar2) {
iVar3 = 0;
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) {
return 0;
}
} while ((*(int **)(this + 0xec))[iVar3] != iVar2);
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
}
return 1;
}
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.