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 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.