L L4D2node

pqdownheap

0x000ea8a0 · 308 bytes · __cdecl

_Z10pqdownheapR6TStateP7ct_datai

Decompiled

undefined (3 params)

/* pqdownheap(TState&, ct_data*, int) */

void pqdownheap(TState *param_1,ct_data *param_2,int param_3)

{
  ushort uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  ushort uVar8;
  bool bVar9;
  int local_18;
  
  local_18 = param_3 + 0x400;
  iVar5 = param_3 * 2;
  iVar2 = *(int *)(param_1 + local_18 * 4 + 4);
  iVar3 = *(int *)(param_1 + 0x18f8);
  if (iVar3 < iVar5) {
LAB_000ea967:
    *(int *)(param_1 + local_18 * 4 + 4) = iVar2;
    return;
  }
  do {
    if (iVar5 < iVar3) {
      iVar4 = *(int *)(param_1 + iVar5 * 4 + 0x1004);
      iVar7 = *(int *)(param_1 + iVar5 * 4 + 0x1008);
      uVar1 = *(ushort *)(param_2 + iVar4 * 4);
      uVar8 = *(ushort *)(param_2 + iVar7 * 4);
      iVar6 = iVar5 + 1;
      if (uVar8 < uVar1) goto LAB_000ea8f8;
      if (uVar8 == uVar1) {
        if ((byte)param_1[iVar4 + 0x1900] < (byte)param_1[iVar7 + 0x1900]) {
          iVar6 = iVar5;
          iVar7 = iVar4;
        }
        goto LAB_000ea8f8;
      }
      uVar8 = *(ushort *)(param_2 + iVar2 * 4);
      bVar9 = uVar8 == uVar1;
      iVar6 = iVar5;
      iVar7 = iVar4;
      if (uVar8 < uVar1) goto LAB_000ea967;
    }
    else {
      uVar8 = *(ushort *)(param_2 + *(int *)(param_1 + iVar5 * 4 + 0x1004) * 4);
      iVar6 = iVar5;
      iVar7 = *(int *)(param_1 + iVar5 * 4 + 0x1004);
LAB_000ea8f8:
      uVar1 = *(ushort *)(param_2 + iVar2 * 4);
      bVar9 = uVar1 == uVar8;
      if (uVar1 < uVar8) goto LAB_000ea967;
    }
    if (bVar9) {
      if ((byte)param_1[iVar2 + 0x1900] <= (byte)param_1[iVar7 + 0x1900]) goto LAB_000ea967;
      *(int *)(param_1 + local_18 * 4 + 4) = iVar7;
    }
    else {
      *(int *)(param_1 + local_18 * 4 + 4) = iVar7;
    }
    if (iVar3 < iVar6 * 2) {
      *(int *)(param_1 + (iVar6 + 0x400) * 4 + 4) = iVar2;
      return;
    }
    iVar5 = iVar6 * 2;
    local_18 = iVar6 + 0x400;
  } while( true );
}

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)