std::__insertion_sort<unsigned_char*>
0x00143730 · 151 bytes · unknown
_ZSt16__insertion_sortIPhEvT_S1_
Decompiled
void (2 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* void std::__insertion_sort<unsigned char*>(unsigned char*, unsigned char*) */
void std::__insertion_sort<unsigned_char*>(uchar *param_1,uchar *param_2)
{
byte bVar1;
byte bVar2;
byte *pbVar3;
size_t __n;
byte *pbVar4;
bool bVar5;
uchar *local_20;
if ((param_1 != param_2) && (pbVar4 = param_1 + 1, param_2 != pbVar4)) {
local_20 = param_1 + 2;
do {
bVar1 = *pbVar4;
if (bVar1 < *param_1) {
__n = (int)pbVar4 - (int)param_1;
if (__n != 0) {
memmove(local_20 + -__n,param_1,__n);
}
*param_1 = bVar1;
}
else {
bVar2 = pbVar4[-1];
pbVar3 = pbVar4;
while (bVar1 < bVar2) {
*pbVar3 = bVar2;
bVar2 = pbVar3[-2];
pbVar3 = pbVar3 + -1;
}
*pbVar3 = bVar1;
}
pbVar4 = pbVar4 + 1;
bVar5 = local_20 != param_2;
local_20 = local_20 + 1;
} while (bVar5);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.