CResponseSystem::Compare
0x005b84f0 · 88 bytes · __thiscall
_ZN15CResponseSystem7CompareEPKcP8Criteriab
Decompiled
undefined (4 params)
/* CResponseSystem::Compare(char const*, Criteria*, bool) */
undefined4 __thiscall
CResponseSystem::Compare(CResponseSystem *this,char *param_1,Criteria *param_2,bool param_3)
{
undefined4 uVar1;
uint uVar2;
uVar2 = (uint)param_3;
uVar1 = CompareUsingMatcher((char *)this,(Matcher *)param_1,(bool)((char)param_2 + '\t'));
if (param_3) {
DevMsg("\'%20s\' vs. \'%20s\' = ",param_1,*(undefined4 *)(param_2 + 2),uVar2);
}
return uVar1;
}
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.