L L4D2node

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

0x00144260 · 185 bytes · unknown

_ZSt22__stable_sort_adaptiveIPhS0_iEvT_S1_T0_T1_

Decompiled

void (4 params)

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

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

{
  uchar *puVar1;
  
  puVar1 = param_1 + (int)(param_2 + (1 - (int)param_1)) / 2;
  if (param_4 < (int)(param_2 + (1 - (int)param_1)) / 2) {
    __stable_sort_adaptive<unsigned_char*,unsigned_char*,int>(param_1,puVar1,param_3,param_4);
    __stable_sort_adaptive<unsigned_char*,unsigned_char*,int>(puVar1,param_2,param_3,param_4);
  }
  else {
    __merge_sort_with_buffer<unsigned_char*,unsigned_char*>(param_1,puVar1,param_3);
    __merge_sort_with_buffer<unsigned_char*,unsigned_char*>(puVar1,param_2,param_3);
  }
  __merge_adaptive<unsigned_char*,int,unsigned_char*>
            (param_1,puVar1,param_2,(int)puVar1 - (int)param_1,(int)param_2 - (int)puVar1,param_3,
             param_4);
  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)