L L4D2node

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 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)