L L4D2node

QAngle::operator!=

0x009e59d0 · 48 bytes · __thiscall

_ZNK6QAngleneERKS_

Decompiled

undefined (2 params)

/* QAngle::TEMPNAMEPLACEHOLDERVALUE(QAngle const&) const */

bool __thiscall QAngle::operator!=(QAngle *this,QAngle *param_1)

{
  bool bVar1;
  
  bVar1 = true;
  if ((*(float *)param_1 == *(float *)this) && (*(float *)(param_1 + 4) == *(float *)(this + 4))) {
    bVar1 = *(float *)(param_1 + 8) != *(float *)(this + 8);
  }
  return bVar1;
}

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)