L L4D2node

CSortedCacheFile::Less

0x00601530 · 146 bytes · __regparm3

_ZN16CSortedCacheFile4LessERKS_S1_Pv.isra.60

Decompiled

undefined (3 params)

/* CSortedCacheFile::Less(CSortedCacheFile const&, CSortedCacheFile const&, void*) [clone .isra.60]
    */

uint __regparm3
CSortedCacheFile::Less(CSortedCacheFile *param_1,CSortedCacheFile *param_2,void *param_3)

{
  uint uVar1;
  int in_GS_OFFSET;
  char local_420 [512];
  char local_220 [512];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  (**(code **)(*g_pFullFileSystem + 0x98))(g_pFullFileSystem,param_1,local_420,0x200);
  (**(code **)(*g_pFullFileSystem + 0x98))(g_pFullFileSystem,param_2,local_220,0x200);
  uVar1 = _V_stricmp(local_420,local_220);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar1 >> 0x1f;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)