color32_s::operator!=
0x0041b390 · 55 bytes · __thiscall
_ZNK9color32_sneERKS_
Decompiled
undefined (2 params)
/* color32_s::TEMPNAMEPLACEHOLDERVALUE(color32_s const&) const */
bool __thiscall color32_s::operator!=(color32_s *this,color32_s *param_1)
{
bool bVar1;
bVar1 = true;
if (((*this == *param_1) && (this[1] == param_1[1])) && (this[2] == param_1[2])) {
bVar1 = this[3] != param_1[3];
}
return bVar1;
}
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.