L L4D2node

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 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)