L L4D2node

CSoundParametersInternal::operator==

0x00598e90 · 255 bytes · __thiscall

_ZNK24CSoundParametersInternaleqERKS_

Decompiled

undefined (2 params)

/* CSoundParametersInternal::TEMPNAMEPLACEHOLDERVALUE(CSoundParametersInternal const&) const */

byte __thiscall
CSoundParametersInternal::operator==
          (CSoundParametersInternal *this,CSoundParametersInternal *param_1)

{
  ushort uVar1;
  short sVar2;
  int iVar3;
  CSoundParametersInternal *pCVar4;
  int iVar5;
  byte bVar6;
  
  if (this == param_1) {
    return 1;
  }
  bVar6 = 0;
  if ((((*(short *)(this + 0x16) == *(short *)(param_1 + 0x16)) &&
       (iVar3 = memcmp(this + 0xc,param_1 + 0xc,4), iVar3 == 0)) &&
      (iVar3 = memcmp(this + 0x14,param_1 + 0x14,2), iVar3 == 0)) &&
     (((iVar3 = memcmp(this + 0x10,param_1 + 0x10,4), iVar3 == 0 &&
       (*(short *)(this + 0x18) == *(short *)(param_1 + 0x18))) &&
      ((((byte)param_1[0x1a] ^ (byte)this[0x1a]) & 1) == 0)))) {
    uVar1 = *(ushort *)(this + 8);
    bVar6 = ((byte)param_1[0x1a] ^ (byte)this[0x1a]) & 1;
    if (uVar1 == *(ushort *)(param_1 + 8)) {
      if (uVar1 == 0) {
        return 1;
      }
      iVar3 = 0;
      iVar5 = 0;
      while( true ) {
        if (uVar1 == 1) {
          sVar2 = *(short *)(this + iVar3);
          pCVar4 = param_1;
        }
        else {
          sVar2 = *(short *)(*(int *)this + iVar3);
          pCVar4 = *(CSoundParametersInternal **)param_1;
        }
        if (sVar2 != *(short *)(pCVar4 + iVar3)) break;
        iVar5 = iVar5 + 1;
        iVar3 = iVar3 + 4;
        if ((int)(uint)uVar1 <= iVar5) {
          return 1;
        }
      }
      return 0;
    }
  }
  return bVar6;
}

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)