L L4D2node

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 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)