CHintMessage::IsEquivalent
0x004665c0 · 121 bytes · __thiscall
_ZNK12CHintMessage12IsEquivalentEPKcP10CUtlVectorIS1_10CUtlMemoryIS1_iEE
Decompiled
undefined (3 params)
/* CHintMessage::IsEquivalent(char const*, CUtlVector<char const*, CUtlMemory<char const*, int> >*)
const */
undefined4 __thiscall
CHintMessage::IsEquivalent(CHintMessage *this,char *param_1,CUtlVector *param_2)
{
char *pcVar1;
char *pcVar2;
int iVar3;
int iVar4;
if ((*(char **)this == param_1) || (iVar3 = _V_stricmp(param_1,*(char **)this), iVar3 == 0)) {
if (param_2 == (CUtlVector *)0x0) {
return CONCAT31((int3)((uint)*(int *)(this + 0x10) >> 8),*(int *)(this + 0x10) == 0);
}
if ((*(int *)(param_2 + 0xc) == *(int *)(this + 0x10)) && (0 < *(int *)(param_2 + 0xc))) {
iVar3 = 0;
do {
pcVar1 = *(char **)(*(int *)(this + 4) + iVar3 * 4);
pcVar2 = *(char **)(*(int *)param_2 + iVar3 * 4);
if ((pcVar1 != pcVar2) && (iVar4 = _V_stricmp(pcVar2,pcVar1), iVar4 != 0)) {
return 0;
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(param_2 + 0xc));
}
}
return 0;
}
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.