L L4D2node

CStudioHdr::CActivityToSequenceMapping::ValidateAgainst

0x0059f1a0 · 50 bytes · __thiscall

_ZN10CStudioHdr26CActivityToSequenceMapping15ValidateAgainstEPKS_

Decompiled

undefined (2 params)

/* CStudioHdr::CActivityToSequenceMapping::ValidateAgainst(CStudioHdr const*) */

undefined4 __thiscall
CStudioHdr::CActivityToSequenceMapping::ValidateAgainst
          (CActivityToSequenceMapping *this,CStudioHdr *param_1)

{
  if (this == (CActivityToSequenceMapping *)emptyMapping) {
    return 1;
  }
  if (*(int *)(this + 0x24) != *(int *)param_1) {
    return 0;
  }
  return CONCAT31((int3)((uint)*(int *)(param_1 + 4) >> 8),
                  *(int *)(this + 0x28) == *(int *)(param_1 + 4));
}

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)