InfoChangelevel::IsValidChangelevel
0x008639c0 · 140 bytes · __thiscall
_ZNK15InfoChangelevel18IsValidChangelevelEv
Decompiled
undefined (1 param)
/* InfoChangelevel::IsValidChangelevel() const */
undefined4 __thiscall InfoChangelevel::IsValidChangelevel(InfoChangelevel *this)
{
InfoChangelevel *pIVar1;
int iVar2;
InfoChangelevel *pIVar3;
pIVar1 = this + 0x569;
if ((pIVar1 != (InfoChangelevel *)&DAT_00d539c2) &&
(iVar2 = _V_stricmp((char *)pIVar1,""), iVar2 != 0)) {
pIVar3 = *(InfoChangelevel **)(gpGlobals + 0x3c);
if (pIVar3 == (InfoChangelevel *)0x0) {
pIVar3 = (InfoChangelevel *)&DAT_00d539c2;
}
else if (pIVar1 == pIVar3) {
return 0;
}
iVar2 = _V_stricmp((char *)pIVar1,(char *)pIVar3);
if (((iVar2 != 0) && (this + 0x589 != (InfoChangelevel *)&DAT_00d539c2)) &&
(iVar2 = _V_stricmp((char *)(this + 0x589),""), iVar2 != 0)) {
return 1;
}
}
return 0;
}
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.