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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.