L L4D2node

GCSDK::CColumnInfo::operator==

0x000932c0 · 96 bytes · __thiscall

_ZNK5GCSDK11CColumnInfoeqERKS0_

Decompiled

undefined (2 params)

/* GCSDK::CColumnInfo::TEMPNAMEPLACEHOLDERVALUE(GCSDK::CColumnInfo const&) const */

bool __thiscall GCSDK::CColumnInfo::operator==(CColumnInfo *this,CColumnInfo *param_1)

{
  int iVar1;
  bool bVar2;
  
  bVar2 = false;
  if ((((*(int *)(this + 0x84) == *(int *)(param_1 + 0x84)) &&
       (*(int *)(this + 0x90) == *(int *)(param_1 + 0x90))) &&
      (*(int *)(this + 0x94) == *(int *)(param_1 + 0x94))) &&
     (*(int *)(this + 0x88) == *(int *)(param_1 + 0x88))) {
    iVar1 = _V_strcmp((char *)this,(char *)param_1);
    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)