L L4D2node

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 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)