CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>::RemoveAtHead
0x000632d0 · 275 bytes · __thiscall
_ZN17CUtlPriorityQueueIN5GCSDK7CJobMgr13JobSleeping_tE28CDefUtlPriorityQueueLessFuncIS2_E10CUtlMemoryIS2_iEE12RemoveAtHeadEv
Decompiled
undefined (1 param)
/* CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,
CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,
CUtlMemory<GCSDK::CJobMgr::JobSleeping_t, int> >::RemoveAtHead() */
void __thiscall
CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
::RemoveAtHead(CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
*this)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
undefined4 *puVar4;
int iVar5;
char cVar6;
int iVar7;
int iVar8;
iVar8 = *(int *)(this + 0xc);
if (0 < iVar8) {
iVar7 = iVar8 + -1;
iVar8 = 0;
if (iVar7 != 0) {
puVar4 = *(undefined4 **)this;
puVar2 = puVar4 + iVar7 * 6;
*puVar4 = *puVar2;
puVar4[1] = puVar2[1];
puVar4[2] = puVar2[2];
puVar4[3] = puVar2[3];
puVar4[4] = puVar2[4];
puVar4[5] = puVar2[5];
iVar8 = *(int *)(this + 0xc) + -1;
}
*(int *)(this + 0xc) = iVar8;
}
if ((iVar8 != 0) && (0 < iVar8 / 2)) {
iVar7 = 0;
do {
iVar3 = iVar7 * 2 + 2;
iVar1 = iVar7 * 2 + 1;
iVar5 = iVar7;
if ((iVar1 < iVar8) &&
(cVar6 = (**(code **)(this + 0x14))
(*(int *)this + iVar7 * 0x18,*(int *)this + iVar1 * 0x18), iVar5 = iVar1
, cVar6 == '\0')) {
iVar5 = iVar7;
}
if ((iVar3 < iVar8) &&
(cVar6 = (**(code **)(this + 0x14))
(*(int *)this + iVar5 * 0x18,*(int *)this + iVar3 * 0x18), cVar6 != '\0'
)) {
iVar5 = iVar3;
}
} while ((iVar5 != iVar7) && (Swap(this,iVar7,iVar5), iVar7 = iVar5, iVar5 < iVar8 / 2));
}
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.