L L4D2node

std::__adjust_heap<int*,int,int,bool(*)(int_const&,int_const&)>

0x0022d280 · 283 bytes · unknown

_ZSt13__adjust_heapIPiiiPFbRKiS2_EEvT_T0_S6_T1_T2_

Decompiled

void (5 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* void std::__adjust_heap<int*, int, int, bool (*)(int const&, int const&)>(int*, int, int, int,
   bool (*)(int const&, int const&)) */

void std::__adjust_heap<int*,int,int,bool(*)(int_const&,int_const&)>
               (int *param_1,int param_2,int param_3,int param_4,_func_bool_int_ptr_int_ptr *param_5
               )

{
  int iVar1;
  bool bVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int local_20 [4];
  
  iVar5 = (param_3 + -1) / 2;
  iVar6 = param_2;
  if (param_2 < iVar5) {
    do {
      iVar1 = iVar6 + 1;
      iVar4 = iVar1 * 2;
      piVar3 = param_1 + iVar1 * 2;
      bVar2 = (*param_5)(piVar3,param_1 + iVar1 * 2 + -1);
      if (bVar2) {
        iVar4 = iVar4 + -1;
        piVar3 = param_1 + iVar4;
      }
      param_1[iVar6] = *piVar3;
      iVar6 = iVar4;
    } while (iVar4 < iVar5);
  }
  else {
    piVar3 = param_1 + param_2;
    iVar4 = param_2;
  }
  if (((param_3 & 1U) == 0) && (iVar4 == (param_3 + -2) / 2)) {
    iVar5 = iVar4 * 2;
    iVar4 = iVar5 + 1;
    *piVar3 = param_1[iVar5 + 1];
    piVar3 = param_1 + iVar4;
  }
  if (param_2 < iVar4) {
    local_20[0] = param_4;
    do {
      iVar5 = (iVar4 + -1) / 2;
      piVar3 = param_1 + iVar5;
      bVar2 = (*param_5)(piVar3,local_20);
      if (!bVar2) {
        param_1[iVar4] = local_20[0];
        return;
      }
      param_1[iVar4] = *piVar3;
      iVar4 = iVar5;
    } while (param_2 < iVar5);
    *piVar3 = local_20[0];
    return;
  }
  *piVar3 = 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)