L L4D2node

CBaseEntity::ClassMatchesComplex

0x00606ea0 · 212 bytes · __thiscall

_ZN11CBaseEntity19ClassMatchesComplexEPKc

Decompiled

undefined (2 params)

/* CBaseEntity::ClassMatchesComplex(char const*) */

bool __thiscall CBaseEntity::ClassMatchesComplex(CBaseEntity *this,char *param_1)

{
  char cVar1;
  int iVar2;
  int iVar3;
  char cVar4;
  char *pcVar5;
  bool bVar6;
  
  pcVar5 = *(char **)(this + 0x7c);
  if (pcVar5 == (char *)0x0) {
    return *param_1 == '*' || *param_1 == '\0';
  }
  if (param_1 == pcVar5) {
    bVar6 = true;
  }
  else {
    cVar1 = *pcVar5;
    if (cVar1 != '\0') {
      cVar4 = *param_1;
      do {
        if (cVar4 == '\0') {
          return false;
        }
        pcVar5 = pcVar5 + 1;
        if (cVar1 != cVar4) {
          iVar2 = tolower((int)cVar1);
          iVar3 = tolower((int)cVar4);
          if (iVar2 != iVar3) {
            cVar4 = *param_1;
            if (cVar4 == '\0') {
              return cVar1 == '\0';
            }
            goto LAB_00606f30;
          }
        }
        cVar1 = *pcVar5;
        param_1 = param_1 + 1;
        if (cVar1 == '\0') break;
        cVar4 = *param_1;
      } while( true );
    }
    cVar4 = *param_1;
    bVar6 = true;
    if (cVar4 != '\0') {
LAB_00606f30:
      bVar6 = cVar4 == '*';
    }
  }
  return bVar6;
}

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)