L L4D2node

rr2::ICriterionFunctorString::Compare

0x00bd8f70 · 132 bytes · __thiscall

_ZN3rr223ICriterionFunctorString7CompareERKNS_6SymbolERKNS_8RVariantEPKNS_14CResponseQueryE

Decompiled

undefined (4 params)

/* rr2::ICriterionFunctorString::Compare(rr2::Symbol const&, rr2::RVariant const&,
   rr2::CResponseQuery const*) */

void __thiscall
rr2::ICriterionFunctorString::Compare
          (ICriterionFunctorString *this,Symbol *param_1,RVariant *param_2,CResponseQuery *param_3)

{
  code *pcVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined2 local_1e [7];
  
  local_1e[0] = 0xffff;
  pcVar1 = *(code **)(*(int *)this + 0x10);
  if ((*(uint *)(param_2 + 4) & 0x7f800000) == 0x7f800000) {
    local_1e[0] = *(undefined2 *)param_2;
  }
  uVar2 = CUtlSymbolTable::String((CUtlSymbolTable *)(*(int *)(param_3 + 0x14) + 4),local_1e);
  local_1e[0] = *(undefined2 *)param_1;
  uVar3 = CUtlSymbolTable::String((CUtlSymbolTable *)(*(int *)(param_3 + 0x14) + 4),local_1e);
  (*pcVar1)(this,uVar3,uVar2);
  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)