L L4D2node

CAI_Concept::operator==

0x005d9840 · 64 bytes · __thiscall

_ZN11CAI_ConcepteqEPKc

Decompiled

undefined (2 params)

/* CAI_Concept::TEMPNAMEPLACEHOLDERVALUE(char const*) */

undefined2 __thiscall CAI_Concept::operator==(CAI_Concept *this,char *param_1)

{
  undefined2 uVar1;
  short local_e [5];
  
  CUtlSymbolTable::Find((char *)local_e);
  uVar1 = 0;
  if (local_e[0] != -1) {
    uVar1 = CONCAT11((char)((ushort)*(short *)this >> 8),local_e[0] == *(short *)this);
  }
  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)