L L4D2node

std::__rotate_adaptive<unsigned_char*,unsigned_char*,int>

0x00143ba0 · 342 bytes · unknown

_ZSt17__rotate_adaptiveIPhS0_iET_S1_S1_S1_T1_S2_T0_S2_

Decompiled

uchar * (7 params)

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

uchar * std::__rotate_adaptive<unsigned_char*,unsigned_char*,int>
                  (uchar *param_1,uchar *param_2,uchar *param_3,int param_4,int param_5,
                  uchar *param_6,int param_7)

{
  size_t sVar1;
  size_t sVar2;
  uchar *puVar3;
  
  if ((param_5 < param_4) && (param_5 <= param_7)) {
    puVar3 = param_1;
    if (param_5 != 0) {
      sVar2 = (int)param_3 - (int)param_2;
      sVar1 = 0;
      if (sVar2 != 0) {
        memmove(param_6,param_2,sVar2);
        sVar1 = sVar2;
      }
      sVar2 = (int)param_2 - (int)param_1;
      if (sVar2 != 0) {
        memmove(param_3 + -sVar2,param_1,sVar2);
      }
      if (sVar1 != 0) {
        memmove(param_1,param_6,sVar1);
        puVar3 = param_1 + sVar1;
      }
    }
  }
  else {
    if (param_7 < param_4) {
      __rotate<unsigned_char*>(param_1,param_2,param_3,0);
      return param_1 + ((int)param_3 - (int)param_2);
    }
    puVar3 = param_3;
    if (param_4 != 0) {
      sVar2 = (int)param_2 - (int)param_1;
      sVar1 = 0;
      if (sVar2 != 0) {
        memmove(param_6,param_1,sVar2);
        sVar1 = sVar2;
      }
      if ((int)param_3 - (int)param_2 != 0) {
        memmove(param_1,param_2,(int)param_3 - (int)param_2);
      }
      puVar3 = param_3;
      if (sVar1 != 0) {
        memmove(param_3 + -sVar1,param_6,sVar1);
        puVar3 = param_3 + -sVar1;
      }
    }
  }
  return puVar3;
}

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)