fogparams_t::operator!=
0x0041a5a0 · 490 bytes · __thiscall
_ZNK11fogparams_tneERKS_
Decompiled
undefined (2 params)
/* fogparams_t::TEMPNAMEPLACEHOLDERVALUE(fogparams_t const&) const */
uint __thiscall fogparams_t::operator!=(fogparams_t *this,fogparams_t *param_1)
{
uint uVar1;
uVar1 = 1;
if (((((this[0x4c] == param_1[0x4c]) && (this[0x4d] == param_1[0x4d])) &&
(ABS(*(float *)(this + 4) - *(float *)(param_1 + 4)) <= 0.01)) &&
(((ABS(*(float *)(this + 8) - *(float *)(param_1 + 8)) <= 0.01 &&
(ABS(*(float *)(this + 0xc) - *(float *)(param_1 + 0xc)) <= 0.01)) &&
((this[0x10] == param_1[0x10] &&
((this[0x11] == param_1[0x11] && (this[0x12] == param_1[0x12])))))))) &&
(((this[0x13] == param_1[0x13] &&
((((((this[0x14] == param_1[0x14] && (this[0x15] == param_1[0x15])) &&
(this[0x16] == param_1[0x16])) &&
((this[0x17] == param_1[0x17] && (*(float *)(this + 0x30) == *(float *)(param_1 + 0x30))))
) && ((*(float *)(this + 0x34) == *(float *)(param_1 + 0x34) &&
((*(float *)(this + 0x20) == *(float *)(param_1 + 0x20) &&
(*(float *)(this + 0x24) == *(float *)(param_1 + 0x24))))))) &&
(*(float *)(this + 0x28) == *(float *)(param_1 + 0x28))))) &&
(*(float *)(this + 0x2c) == *(float *)(param_1 + 0x2c))))) {
uVar1 = color32_s::operator!=((color32_s *)(this + 0x18),(color32_s *)(param_1 + 0x18));
if ((char)uVar1 == '\0') {
uVar1 = color32_s::operator!=((color32_s *)(this + 0x1c),(color32_s *)(param_1 + 0x1c));
if (((((char)uVar1 == '\0') &&
(uVar1 = 1, *(float *)(this + 0x38) == *(float *)(param_1 + 0x38))) &&
(*(float *)(this + 0x3c) == *(float *)(param_1 + 0x3c))) &&
(((*(float *)(this + 0x40) == *(float *)(param_1 + 0x40) &&
(*(float *)(this + 0x44) == *(float *)(param_1 + 0x44))) &&
(*(float *)(this + 0x48) == *(float *)(param_1 + 0x48))))) {
uVar1 = (uint)(*(float *)(this + 0x50) != *(float *)(param_1 + 0x50));
}
}
}
return uVar1;
}
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.