frame_downheap
0x0029df60 · 200 bytes · unknown
Decompiled
undefined (0 params)
void frame_downheap(int param_1,int param_2,int param_3)
{
undefined4 *puVar1;
undefined4 uVar2;
undefined4 in_EAX;
int iVar3;
int iVar4;
code *in_EDX;
int iVar5;
undefined4 *puVar6;
while( true ) {
iVar5 = param_2 * 2 + 1;
if (param_3 <= iVar5) {
return;
}
iVar3 = param_2 * 2 + 2;
if (iVar3 < param_3) {
puVar6 = (undefined4 *)(param_1 + -4 + iVar3 * 4);
iVar4 = (*in_EDX)(in_EAX,*puVar6,*(undefined4 *)(param_1 + iVar3 * 4));
if (iVar4 < 0) {
puVar6 = (undefined4 *)(iVar3 * 4 + param_1);
iVar5 = iVar3;
}
}
else {
puVar6 = (undefined4 *)(param_1 + iVar5 * 4);
}
puVar1 = (undefined4 *)(param_1 + param_2 * 4);
iVar3 = (*in_EDX)(in_EAX,*puVar1,*puVar6);
if (-1 < iVar3) break;
uVar2 = *puVar1;
*puVar1 = *puVar6;
*puVar6 = uVar2;
param_2 = iVar5;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
⚠ This function has no mangled symbol — it may be internal/static. The
Linux gamedata field uses @-prefix symbol resolution which
requires an exported mangled name. You'll need a Linux byte signature
for this one (extract via extract_signature.java).
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.