L L4D2node

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 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)