L L4D2node

SendTable_SortByPriority

0x00142980 · 607 bytes · __cdecl

_Z24SendTable_SortByPriorityP21CBuildHierarchyStruct

Decompiled

undefined (1 param)

/* SendTable_SortByPriority(CBuildHierarchyStruct*) */

void SendTable_SortByPriority(CBuildHierarchyStruct *param_1)

{
  uchar *puVar1;
  uchar uVar2;
  uchar *puVar3;
  int iVar4;
  uchar *puVar5;
  int iVar6;
  int iVar7;
  CBuildHierarchyStruct CVar8;
  int iVar9;
  uint uVar10;
  int iVar11;
  int iVar12;
  uchar *local_50;
  uchar local_31;
  uchar *local_30;
  undefined4 local_2c;
  undefined4 local_28;
  int local_24;
  uchar *local_20;
  
  local_30 = (uchar *)0x0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = (uchar *)0x0;
  local_31 = '@';
                    /* try { // try from 001429c8 to 00142a28 has its CatchHandler @ 00142bee */
  CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>>::InsertBefore
            ((CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>> *)&local_30,0,&local_31);
  iVar12 = 0;
  iVar9 = local_24;
  if (0 < *(int *)(param_1 + 0x9004)) {
    do {
      uVar2 = *(uchar *)(*(int *)(param_1 + iVar12 * 4 + 0x4008) + 0x38);
      if (iVar9 < 1) {
LAB_00142a10:
        local_31 = uVar2;
        CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>>::InsertBefore
                  ((CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>> *)&local_30,iVar9,
                   &local_31);
        iVar9 = local_24;
      }
      else if (uVar2 != *local_30) {
        iVar4 = 0;
        do {
          iVar4 = iVar4 + 1;
          if (iVar4 == iVar9) goto LAB_00142a10;
        } while (uVar2 != local_30[iVar4]);
        if (iVar4 < 0) goto LAB_00142a10;
      }
      iVar12 = iVar12 + 1;
    } while (iVar12 < *(int *)(param_1 + 0x9004));
  }
  puVar3 = local_30;
  puVar1 = local_30 + iVar9;
  uVar10 = (int)puVar1 - (int)local_30;
  if (0 < (int)uVar10) {
    do {
      puVar5 = operator_new(uVar10,(nothrow_t *)&std::nothrow);
      if (puVar5 != (uchar *)0x0) {
        std::__stable_sort_adaptive<unsigned_char*,unsigned_char*,int>(puVar3,puVar1,puVar5,uVar10);
        goto LAB_00142a8b;
      }
      uVar10 = (int)uVar10 >> 1;
    } while (uVar10 != 0);
  }
  std::__inplace_stable_sort<unsigned_char*>(puVar3,puVar1);
  puVar5 = (uchar *)0x0;
LAB_00142a8b:
  operator_delete(puVar5,(nothrow_t *)&std::nothrow);
  if (0 < local_24) {
    iVar9 = *(int *)(param_1 + 0x9004);
    local_50 = local_30;
    iVar12 = 0;
LAB_00142ac0:
    do {
      uVar2 = *local_50;
      do {
        for (; iVar12 < iVar9; iVar12 = iVar12 + 1) {
          iVar4 = *(int *)(param_1 + iVar12 * 4 + 0x4008);
          CVar8 = param_1[iVar12 + 0x8004];
          iVar6 = iVar12;
          iVar11 = iVar4;
          if (uVar2 != *(uchar *)(iVar4 + 0x38)) {
            do {
              if (((*(byte *)(iVar11 + 0x3e) & 4) != 0) && (iVar7 = iVar6, uVar2 == '@')) break;
              iVar7 = iVar6 + 1;
              if (iVar7 == iVar9) {
                local_50 = local_50 + 1;
                if (local_50 == local_30 + local_24) goto LAB_00142b7f;
                goto LAB_00142ac0;
              }
              iVar11 = *(int *)(param_1 + iVar7 * 4 + 0x4008);
              CVar8 = param_1[iVar6 + 0x8005];
              iVar6 = iVar7;
            } while (uVar2 != *(uchar *)(iVar11 + 0x38));
            if (iVar12 != iVar7) {
              *(int *)(param_1 + iVar7 * 4 + 0x4008) = iVar4;
              param_1[iVar7 + 0x8004] = param_1[iVar12 + 0x8004];
              *(int *)(param_1 + iVar12 * 4 + 0x4008) = iVar11;
              param_1[iVar12 + 0x8004] = CVar8;
            }
          }
        }
      } while (iVar12 != iVar9);
      local_50 = local_50 + 1;
    } while (local_50 != local_30 + local_24);
  }
LAB_00142b7f:
  local_24 = 0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)&local_30);
  local_20 = local_30;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)&local_30);
  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)