L L4D2node

CBreakModelsPrecached::BreakLessFunc

0x007fd510 · 37 bytes · __cdecl

_ZN21CBreakModelsPrecached13BreakLessFuncERKNS_20breakable_precache_tES2_

Decompiled

undefined (2 params)

/* CBreakModelsPrecached::BreakLessFunc(CBreakModelsPrecached::breakable_precache_t const&,
   CBreakModelsPrecached::breakable_precache_t const&) */

undefined4
CBreakModelsPrecached::BreakLessFunc(breakable_precache_t *param_1,breakable_precache_t *param_2)

{
  undefined1 *puVar1;
  undefined1 *puVar2;
  
  puVar2 = *(undefined1 **)param_1;
  if (puVar2 == (undefined1 *)0x0) {
    puVar2 = &DAT_00d539c2;
  }
  puVar1 = &DAT_00d539c2;
  if (*(undefined1 **)param_2 != (undefined1 *)0x0) {
    puVar1 = *(undefined1 **)param_2;
  }
  return CONCAT31((int3)((uint)puVar1 >> 8),puVar2 < puVar1);
}

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)