L L4D2node

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

0x001440f0 · 123 bytes · unknown

_ZSt17__merge_sort_loopIPhS0_iEvT_S1_T0_T1_

Decompiled

void (4 params)

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

void std::__merge_sort_loop<unsigned_char*,unsigned_char*,int>
               (uchar *param_1,uchar *param_2,uchar *param_3,int param_4)

{
  int iVar1;
  int iVar2;
  uchar *puVar3;
  
  iVar1 = param_4 * 2;
  iVar2 = (int)param_2 - (int)param_1;
  if (iVar1 <= iVar2) {
    puVar3 = param_1;
    do {
      param_1 = puVar3 + iVar1;
      param_3 = __move_merge<unsigned_char*,unsigned_char*,unsigned_char*>
                          (puVar3,param_1 + -param_4,param_1 + -param_4,param_1,param_3);
      iVar2 = (int)param_2 - (int)param_1;
      puVar3 = param_1;
    } while (iVar1 <= iVar2);
  }
  if (param_4 < iVar2) {
    iVar2 = param_4;
  }
  __move_merge<unsigned_char*,unsigned_char*,unsigned_char*>
            (param_1,param_1 + iVar2,param_1 + iVar2,param_2,param_3);
  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)