GCSDK::FieldSet_t::CompareFieldSets
0x00093330 · 279 bytes · __cdecl
_ZN5GCSDK10FieldSet_t16CompareFieldSetsERKS0_PNS_11CRecordInfoES2_S4_
Decompiled
undefined (4 params)
/* GCSDK::FieldSet_t::CompareFieldSets(GCSDK::FieldSet_t const&, GCSDK::CRecordInfo*,
GCSDK::FieldSet_t const&, GCSDK::CRecordInfo*) */
undefined4
GCSDK::FieldSet_t::CompareFieldSets
(FieldSet_t *param_1,CRecordInfo *param_2,FieldSet_t *param_3,CRecordInfo *param_4)
{
int iVar1;
char cVar2;
CColumnInfo *pCVar3;
int iVar4;
int iVar5;
int local_24;
iVar5 = *(int *)(param_1 + 0xc);
if ((iVar5 == *(int *)(param_3 + 0xc)) &&
(iVar1 = *(int *)(param_1 + 0x20), iVar1 == *(int *)(param_3 + 0x20))) {
if (0 < iVar5) {
iVar4 = 0;
do {
cVar2 = CColumnInfo::operator==
((CColumnInfo *)
(*(int *)(*(int *)param_3 + iVar4 * 4) * 0xa0 + *(int *)(param_4 + 0x90))
,(CColumnInfo *)
(*(int *)(*(int *)param_1 + iVar4 * 4) * 0xa0 + *(int *)(param_2 + 0x90)
));
if (cVar2 == '\0') {
return 0;
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar5);
}
if (iVar1 < 1) {
return 1;
}
local_24 = 0;
iVar5 = 0;
pCVar3 = (CColumnInfo *)(**(int **)(param_1 + 0x14) * 0xa0 + *(int *)(param_2 + 0x90));
do {
while (cVar2 = CColumnInfo::operator==
((CColumnInfo *)
(*(int *)(*(int *)(param_3 + 0x14) + iVar5 * 4) * 0xa0 +
*(int *)(param_4 + 0x90)),pCVar3), cVar2 != '\0') {
local_24 = local_24 + 1;
if (iVar1 <= local_24) {
return 1;
}
iVar5 = 0;
pCVar3 = (CColumnInfo *)
(*(int *)(*(int *)(param_1 + 0x14) + local_24 * 4) * 0xa0 +
*(int *)(param_2 + 0x90));
}
iVar5 = iVar5 + 1;
} while (iVar5 < iVar1);
}
return 0;
}
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.