CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>::Insert
0x00063b50 · 153 bytes · __thiscall
_ZN17CUtlPriorityQueueIN5GCSDK7CJobMgr13JobSleeping_tE28CDefUtlPriorityQueueLessFuncIS2_E10CUtlMemoryIS2_iEE6InsertERKS2_
Decompiled
undefined (2 params)
/* CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,
CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,
CUtlMemory<GCSDK::CJobMgr::JobSleeping_t, int> >::Insert(GCSDK::CJobMgr::JobSleeping_t const&) */
void __thiscall
CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
::Insert(CUtlPriorityQueue<GCSDK::CJobMgr::JobSleeping_t,CDefUtlPriorityQueueLessFunc<GCSDK::CJobMgr::JobSleeping_t>,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
*this,JobSleeping_t *param_1)
{
undefined4 *puVar1;
char cVar2;
int iVar3;
int iVar4;
iVar3 = CUtlVector<GCSDK::CJobMgr::JobSleeping_t,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>::
InsertBefore((CUtlVector<GCSDK::CJobMgr::JobSleeping_t,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
*)this,*(int *)(this + 0xc));
puVar1 = (undefined4 *)(*(int *)this + iVar3 * 0x18);
*puVar1 = *(undefined4 *)param_1;
puVar1[1] = *(undefined4 *)(param_1 + 4);
puVar1[2] = *(undefined4 *)(param_1 + 8);
puVar1[3] = *(undefined4 *)(param_1 + 0xc);
puVar1[4] = *(undefined4 *)(param_1 + 0x10);
puVar1[5] = *(undefined4 *)(param_1 + 0x14);
while( true ) {
if (iVar3 == 0) {
return;
}
iVar4 = (iVar3 + 1) / 2 + -1;
cVar2 = (**(code **)(this + 0x14))(*(int *)this + iVar3 * 0x18,*(int *)this + iVar4 * 0x18);
if (cVar2 != '\0') break;
Swap(this,iVar4,iVar3);
iVar3 = iVar4;
}
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.