CUtlSortVector<unsigned_short,CEdgeList::EdgeLess>::FindLessOrEqual
0x001cef80 · 287 bytes · __thiscall
_ZNK14CUtlSortVectorItN9CEdgeList8EdgeLessEE15FindLessOrEqualERKt
Decompiled
undefined (2 params)
/* CUtlSortVector<unsigned short, CEdgeList::EdgeLess>::FindLessOrEqual(unsigned short const&) const
*/
int __thiscall
CUtlSortVector<unsigned_short,CEdgeList::EdgeLess>::FindLessOrEqual
(CUtlSortVector<unsigned_short,CEdgeList::EdgeLess> *this,ushort *param_1)
{
ushort *puVar1;
void *pvVar2;
int iVar3;
char cVar4;
int iVar5;
int iVar6;
int iVar7;
EdgeLess local_1d [13];
if ((this[0x18] != (CUtlSortVector<unsigned_short,CEdgeList::EdgeLess>)0x0) &&
(iVar7 = LoggingSystem_LogAssert
("%s (%d) : %s\n","/data/src/public/tier1/utlsortvector.h",0xf4,
"Assertion Failed: !m_bNeedsSort"), iVar7 == 1)) {
cVar4 = ShouldUseNewAssertDialog();
if ((cVar4 == '\0') ||
(cVar4 = DoNewAssertDialog("/data/src/public/tier1/utlsortvector.h",0xf4,
"Assertion Failed: !m_bNeedsSort"), cVar4 != '\0')) {
raise(5);
}
_ExitOnFatalAssert("/data/src/public/tier1/utlsortvector.h",0xf4);
}
iVar7 = *(int *)(this + 0xc) + -1;
if (-1 < iVar7) {
pvVar2 = *(void **)(this + 0x14);
iVar6 = 0;
iVar3 = *(int *)this;
do {
while( true ) {
iVar5 = iVar6 + iVar7 >> 1;
puVar1 = (ushort *)(iVar3 + iVar5 * 2);
cVar4 = CEdgeList::EdgeLess::Less(local_1d,puVar1,param_1,pvVar2);
if (cVar4 != '\0') break;
cVar4 = CEdgeList::EdgeLess::Less(local_1d,param_1,puVar1,pvVar2);
if (cVar4 == '\0') {
return iVar5;
}
iVar7 = iVar5 + -1;
if (iVar7 < iVar6) {
return iVar7;
}
}
iVar6 = iVar5 + 1;
} while (iVar6 <= iVar7);
}
return iVar7;
}
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.