L L4D2node

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 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)