L L4D2node

CLogicCompareInteger::InputCompareValues

0x006e8250 · 191 bytes · __thiscall

_ZN20CLogicCompareInteger18InputCompareValuesER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicCompareInteger::InputCompareValues(inputdata_t&) */

void __thiscall
CLogicCompareInteger::InputCompareValues(CLogicCompareInteger *this,inputdata_t *param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  *(undefined4 *)(this + 0x47c) = 0;
  iVar4 = *(int *)(this + 0x470);
  piVar1 = *(int **)(this + 0x478);
  if (*(int *)(this + 0x474) == 0) {
    if (piVar1 == (int *)0x0) goto LAB_006e82e0;
    iVar2 = piVar1[4];
    iVar3 = *piVar1;
    iVar4 = 0;
    if (iVar2 == 5) {
      iVar4 = iVar3;
    }
  }
  else {
    if (piVar1 == (int *)0x0) goto LAB_006e82e0;
    iVar3 = *piVar1;
    iVar2 = piVar1[4];
  }
  while( true ) {
    if (iVar2 != 5) {
      iVar3 = 0;
    }
    if (iVar4 != iVar3) {
      COutputEvent::FireOutput
                ((COutputEvent *)(this + 0x458),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
      return;
    }
    piVar1 = (int *)piVar1[6];
    if (piVar1 == (int *)0x0) break;
    iVar3 = *piVar1;
    iVar2 = piVar1[4];
  }
LAB_006e82e0:
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x440),*(CBaseEntity **)param_1,(CBaseEntity *)this,0.0);
  return;
}

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)