AsyncCaption_t::BlockInfo_t::Less
0x004b5f90 · 26 bytes · __cdecl
_ZN14AsyncCaption_t11BlockInfo_t4LessERKS0_S2_
Decompiled
undefined (2 params)
/* AsyncCaption_t::BlockInfo_t::Less(AsyncCaption_t::BlockInfo_t const&, AsyncCaption_t::BlockInfo_t
const&) */
bool AsyncCaption_t::BlockInfo_t::Less(BlockInfo_t *param_1,BlockInfo_t *param_2)
{
int iVar1;
int iVar2;
int iVar3;
bool bVar4;
iVar1 = *(int *)param_2;
iVar2 = *(int *)param_1;
bVar4 = SBORROW4(iVar2,iVar1);
iVar3 = iVar2 - iVar1;
if (iVar2 == iVar1) {
bVar4 = SBORROW4(*(int *)(param_1 + 4),*(int *)(param_2 + 4));
iVar3 = *(int *)(param_1 + 4) - *(int *)(param_2 + 4);
}
return bVar4 != iVar3 < 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.