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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.