L L4D2node

BZ2_blockSort

0x0029b320 · 428 bytes · __cdecl

_Z13BZ2_blockSortP6EState

Decompiled

undefined (1 param)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* BZ2_blockSort(EState*) */

void BZ2_blockSort(EState *param_1)

{
  uint *puVar1;
  int iVar2;
  uint *puVar3;
  int iVar4;
  uint uVar5;
  int iVar6;
  int local_38;
  int local_20 [4];
  
  iVar6 = *(int *)(param_1 + 0x44);
  puVar1 = *(uint **)(param_1 + 0x20);
  iVar2 = *(int *)(param_1 + 0x30);
  puVar3 = *(uint **)(param_1 + 0x18);
  iVar4 = *(int *)(param_1 + 0x268);
  if (9999 < iVar6) {
    local_38 = 0;
    uVar5 = iVar6 + 0x22U;
    if ((iVar6 + 0x22U & 1) != 0) {
      uVar5 = iVar6 + 0x23;
    }
    if (0 < iVar2) {
      if (iVar2 < 0x65) {
        local_38 = ((iVar2 + -1) / 3) * iVar6;
      }
      else {
        local_38 = iVar6 * 0x21;
      }
    }
    local_20[0] = local_38;
    mainSort(puVar1,*(uchar **)(param_1 + 0x24),(ushort *)(*(uchar **)(param_1 + 0x24) + uVar5),
             puVar3,iVar6,iVar4,local_20);
    if (2 < iVar4) {
      fprintf(_stderr,"      %d work, %d block, ratio %5.2f\n",local_38 - local_20[0],iVar6,
              (double)((float)(local_38 - local_20[0]) / (float)iVar6));
    }
    if (-1 < local_20[0]) goto LAB_0029b3c1;
    if (1 < iVar4) {
      fwrite("    too repetitive; using fallback sorting algorithm\n",1,0x35,_stderr);
    }
  }
  fallbackSort(*(uint **)(param_1 + 0x10),*(uint **)(param_1 + 0x14),puVar3,iVar6,iVar4);
LAB_0029b3c1:
  *(undefined4 *)(param_1 + 0x1c) = 0xffffffff;
  if (0 < *(int *)(param_1 + 0x44)) {
    iVar6 = 0;
    if (*puVar1 == 0) {
      *(undefined4 *)(param_1 + 0x1c) = 0;
      return;
    }
    do {
      iVar6 = iVar6 + 1;
      if (iVar6 == *(int *)(param_1 + 0x44)) goto LAB_0029b3f2;
    } while (puVar1[iVar6] != 0);
    *(int *)(param_1 + 0x1c) = iVar6;
    if (iVar6 != -1) {
      return;
    }
  }
LAB_0029b3f2:
  BZ2_bz__AssertH__fail(0x3eb);
  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)