L L4D2node

CEdgeList::ReorderActiveEdgeList

0x001cc6c0 · 302 bytes · __thiscall

_ZN9CEdgeList21ReorderActiveEdgeListEiPPNS_6Edge_tE

Decompiled

undefined (3 params)

/* CEdgeList::ReorderActiveEdgeList(int, CEdgeList::Edge_t**) */

void __thiscall CEdgeList::ReorderActiveEdgeList(CEdgeList *this,int param_1,Edge_t **param_2)

{
  Edge_t **ppEVar1;
  float fVar2;
  int iVar3;
  CEdgeList *pCVar4;
  CEdgeList *pCVar5;
  int iVar6;
  Edge_t *pEVar7;
  CEdgeList *pCVar8;
  int iVar9;
  Edge_t *pEVar10;
  float fVar11;
  
  iVar6 = 0;
  if (0 < param_1) {
    do {
      pEVar10 = param_2[iVar6];
      iVar3 = *(int *)(pEVar10 + 0x28);
      fVar2 = *(float *)(*(int *)(pEVar10 + 0x28) + 0x20);
      do {
        fVar11 = fVar2;
        iVar9 = iVar3;
        iVar3 = *(int *)(iVar9 + 0x28);
        fVar2 = *(float *)(iVar3 + 0x20);
      } while (fVar2 == fVar11);
      pEVar7 = *(Edge_t **)(pEVar10 + 0x2c);
      iVar6 = iVar6 + 1;
      while( true ) {
        for (; (iVar6 < param_1 && (ppEVar1 = param_2 + iVar6, *ppEVar1 == pEVar7));
            iVar6 = iVar6 + 1) {
          pEVar7 = *(Edge_t **)(pEVar7 + 0x2c);
          pEVar10 = *ppEVar1;
        }
        if (*(float *)(pEVar10 + 0x20) != *(float *)(pEVar7 + 0x20)) break;
        pEVar7 = *(Edge_t **)(pEVar7 + 0x2c);
      }
      for (pEVar10 = *(Edge_t **)(iVar9 + 0x2c); pEVar7 != pEVar10;
          pEVar10 = *(Edge_t **)(pEVar10 + 0x2c)) {
        *(float *)(pEVar10 + 0x20) = fVar11;
      }
    } while (iVar6 < param_1);
  }
  pCVar4 = *(CEdgeList **)(this + 0x70);
  do {
    do {
      pCVar5 = pCVar4;
      if (pCVar5 == this + 0x74) {
        return;
      }
      pCVar8 = *(CEdgeList **)(pCVar5 + 0x28);
      pCVar4 = *(CEdgeList **)(pCVar5 + 0x2c);
    } while (*(float *)(pCVar8 + 0x20) != *(float *)(pCVar5 + 0x20));
    *(CEdgeList **)(pCVar8 + 0x2c) = pCVar4;
    *(undefined4 *)(*(int *)(pCVar5 + 0x2c) + 0x28) = *(undefined4 *)(pCVar5 + 0x28);
    if (pCVar8 != this + 0x44) {
      do {
        if ((*(float *)(pCVar8 + 0x20) - *(float *)(pCVar5 + 0x20) <= 0.0) &&
           ((*(float *)(pCVar8 + 0x20) - *(float *)(pCVar5 + 0x20) < 0.0 ||
            (*(float *)(pCVar8 + 0x18) <= *(float *)(pCVar5 + 0x18))))) break;
        pCVar8 = *(CEdgeList **)(pCVar8 + 0x28);
      } while (pCVar8 != this + 0x44);
    }
    iVar6 = *(int *)(pCVar8 + 0x2c);
    *(CEdgeList **)(pCVar5 + 0x28) = pCVar8;
    *(int *)(pCVar5 + 0x2c) = iVar6;
    *(CEdgeList **)(iVar6 + 0x28) = pCVar5;
    *(CEdgeList **)(pCVar8 + 0x2c) = pCVar5;
  } while( true );
}

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)