L L4D2node

GCSDK::CRecordInfo::EqualTo

0x00094360 · 146 bytes · __thiscall

_ZN5GCSDK11CRecordInfo7EqualToEPS0_

Decompiled

undefined (2 params)

/* GCSDK::CRecordInfo::EqualTo(GCSDK::CRecordInfo*) */

undefined4 __thiscall GCSDK::CRecordInfo::EqualTo(CRecordInfo *this,CRecordInfo *param_1)

{
  CRecordInfo CVar1;
  int iVar2;
  char cVar3;
  undefined4 uVar4;
  
  if (this[0xe3] == (CRecordInfo)0x0) {
    CalculateChecksum(this);
    CVar1 = param_1[0xe3];
    iVar2 = *(int *)(this + 0xe4);
  }
  else {
    CVar1 = param_1[0xe3];
    iVar2 = *(int *)(this + 0xe4);
  }
  if (CVar1 == (CRecordInfo)0x0) {
    CalculateChecksum(param_1);
    if (iVar2 != *(int *)(param_1 + 0xe4)) {
      return 0;
    }
  }
  else if (iVar2 != *(int *)(param_1 + 0xe4)) {
    return 0;
  }
  cVar3 = CompareIndexLists(this,param_1);
  if ((cVar3 != '\0') && (cVar3 = CompareFKs(this,param_1), cVar3 != '\0')) {
    uVar4 = CompareFTSIndexLists(this,param_1);
    return uVar4;
  }
  return 0;
}

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)