L L4D2node

CUtlSortVector<CSortedCacheFile,CSortedCacheFile>::CompareHelper

0x00618130 · 47 bytes · __cdecl

_ZN14CUtlSortVectorI16CSortedCacheFileS0_E13CompareHelperEPKS0_S3_

Decompiled

undefined (2 params)

/* CUtlSortVector<CSortedCacheFile, CSortedCacheFile>::CompareHelper(CSortedCacheFile const*,
   CSortedCacheFile const*) */

uint CUtlSortVector<CSortedCacheFile,CSortedCacheFile>::CompareHelper
               (CSortedCacheFile *param_1,CSortedCacheFile *param_2)

{
  char cVar1;
  uint uVar2;
  void *in_ECX;
  void *extraout_ECX;
  
  cVar1 = CSortedCacheFile::Less(param_1,param_2,in_ECX);
  if (cVar1 == '\0') {
    uVar2 = CSortedCacheFile::Less(param_2,param_1,extraout_ECX);
    uVar2 = uVar2 & 0xff;
  }
  else {
    uVar2 = 0xffffffff;
  }
  return uVar2;
}

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)