CBaseEntity::NameMatchesComplex
0x00606d90 · 249 bytes · __thiscall
_ZN11CBaseEntity18NameMatchesComplexEPKc
Decompiled
undefined (2 params)
/* CBaseEntity::NameMatchesComplex(char const*) */
bool __thiscall CBaseEntity::NameMatchesComplex(CBaseEntity *this,char *param_1)
{
char cVar1;
bool bVar2;
undefined1 uVar3;
int iVar4;
int iVar5;
char cVar6;
char *pcVar7;
iVar4 = _V_stricmp("!player",param_1);
if (iVar4 == 0) {
/* WARNING: Could not recover jumptable at 0x00606e72. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(*(int *)this + 0x16c))();
return (bool)uVar3;
}
pcVar7 = *(char **)(this + 0x154);
if (pcVar7 == (char *)0x0) {
bVar2 = *param_1 == '*' || *param_1 == '\0';
}
else if (param_1 == pcVar7) {
bVar2 = true;
}
else {
cVar1 = *pcVar7;
if (cVar1 == '\0') {
LAB_00606e24:
cVar6 = *param_1;
bVar2 = true;
if (cVar6 != '\0') {
LAB_00606e30:
return cVar6 == '*';
}
}
else {
cVar6 = *param_1;
while (cVar6 != '\0') {
pcVar7 = pcVar7 + 1;
if (cVar1 != cVar6) {
iVar4 = tolower((int)cVar1);
iVar5 = tolower((int)cVar6);
if (iVar4 != iVar5) {
cVar6 = *param_1;
if (cVar6 == '\0') {
return cVar1 == '\0';
}
goto LAB_00606e30;
}
}
cVar1 = *pcVar7;
param_1 = param_1 + 1;
if (cVar1 == '\0') goto LAB_00606e24;
cVar6 = *param_1;
}
bVar2 = false;
}
}
return bVar2;
}
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.