L L4D2node

std::__inplace_stable_sort<unsigned_char*>

0x00143b30 · 104 bytes · unknown

_ZSt21__inplace_stable_sortIPhEvT_S1_

Decompiled

void (2 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* void std::__inplace_stable_sort<unsigned char*>(unsigned char*, unsigned char*) */

void std::__inplace_stable_sort<unsigned_char*>(uchar *param_1,uchar *param_2)

{
  uchar *puVar1;
  
  if (0xe < (int)param_2 - (int)param_1) {
    puVar1 = param_1 + ((int)param_2 - (int)param_1 >> 1);
    __inplace_stable_sort<unsigned_char*>(param_1,puVar1);
    __inplace_stable_sort<unsigned_char*>(puVar1,param_2);
    __merge_without_buffer<unsigned_char*,int>
              (param_1,puVar1,param_2,(int)puVar1 - (int)param_1,(int)param_2 - (int)puVar1);
    return;
  }
  __insertion_sort<unsigned_char*>(param_1,param_2);
  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)