L L4D2node

std::__merge_sort_with_buffer<unsigned_char*,unsigned_char*>

0x00144180 · 204 bytes · unknown

_ZSt24__merge_sort_with_bufferIPhS0_EvT_S1_T0_

Decompiled

void (3 params)

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

void std::__merge_sort_with_buffer<unsigned_char*,unsigned_char*>
               (uchar *param_1,uchar *param_2,uchar *param_3)

{
  uchar *puVar1;
  int iVar2;
  int iVar3;
  uchar *puVar4;
  int iVar5;
  
  iVar3 = (int)param_2 - (int)param_1;
  puVar4 = param_1;
  if (iVar3 < 7) {
    __insertion_sort<unsigned_char*>(param_1,param_2);
    return;
  }
  do {
    puVar1 = puVar4 + 7;
    __insertion_sort<unsigned_char*>(puVar4,puVar1);
    puVar4 = puVar1;
  } while (6 < (int)param_2 - (int)puVar1);
  __insertion_sort<unsigned_char*>(puVar1,param_2);
  if (7 < iVar3) {
    iVar5 = 7;
    do {
      __merge_sort_loop<unsigned_char*,unsigned_char*,int>(param_1,param_2,param_3,iVar5);
      iVar2 = iVar5 * 2;
      iVar5 = iVar5 * 4;
      __merge_sort_loop<unsigned_char*,unsigned_char*,int>(param_3,param_3 + iVar3,param_1,iVar2);
    } while (iVar5 < iVar3);
  }
  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)