L L4D2node

GCSDK::CJobMgr::ProfileSortFunc

0x00060590 · 178 bytes · __cdecl

_ZN5GCSDK7CJobMgr15ProfileSortFuncEPvPKiS3_

Decompiled

undefined (3 params)

/* GCSDK::CJobMgr::ProfileSortFunc(void*, int const*, int const*) */

uint GCSDK::CJobMgr::ProfileSortFunc(void *param_1,int *param_2,int *param_3)

{
  uint *puVar1;
  int iVar2;
  uint uVar3;
  int iVar4;
  
  iVar4 = *(int *)((int)param_1 + 4);
  if (*(int *)param_1 == 1) {
    iVar4 = *(int *)(iVar4 + 4);
    uVar3 = *(uint *)(iVar4 + 0x54 + *param_3 * 0xec);
    puVar1 = (uint *)(iVar4 + 0x54 + *param_2 * 0xec);
    iVar2 = uVar3 - *puVar1;
    iVar4 = (*(int *)(iVar4 + 0x58 + *param_3 * 0xec) - *(int *)(iVar4 + 0x58 + *param_2 * 0xec)) -
            (uint)(uVar3 < *puVar1);
  }
  else {
    if (*(int *)param_1 != 2) {
      uVar3 = _V_stricmp((char *)(*(int *)(iVar4 + 4) + 0x14 + *param_2 * 0xec),
                         (char *)(*(int *)(iVar4 + 4) + 0x14 + *param_3 * 0xec));
      return uVar3;
    }
    iVar4 = *(int *)(iVar4 + 4);
    uVar3 = *(uint *)(iVar4 + 0xbc + *param_3 * 0xec);
    puVar1 = (uint *)(iVar4 + 0xbc + *param_2 * 0xec);
    iVar2 = uVar3 - *puVar1;
    iVar4 = (*(int *)(iVar4 + 0xc0 + *param_3 * 0xec) - *(int *)(iVar4 + 0xc0 + *param_2 * 0xec)) -
            (uint)(uVar3 < *puVar1);
  }
  if (iVar4 < 0) {
    uVar3 = 0xffffffff;
  }
  else {
    uVar3 = (uint)(iVar2 != 0 || iVar4 != 0);
  }
  return uVar3;
}

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)