L L4D2node

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 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)