frame_heapsort
0x000ae0c0 · 140 bytes · unknown
Decompiled
undefined (0 params)
void frame_heapsort(int param_1)
{
int iVar1;
uint uVar2;
undefined4 uVar3;
int iVar4;
uint uVar5;
uVar2 = *(uint *)(param_1 + 4);
iVar1 = param_1 + 8;
uVar5 = uVar2 >> 1;
while (uVar5 = uVar5 - 1, uVar5 != 0xffffffff) {
frame_downheap(iVar1,uVar5,uVar2);
}
iVar4 = uVar2 - 1;
if (0 < iVar4) {
do {
uVar3 = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(iVar1 + iVar4 * 4);
*(undefined4 *)(iVar1 + iVar4 * 4) = uVar3;
frame_downheap(iVar1,0,iVar4);
iVar4 = iVar4 + -1;
} while (iVar4 != 0);
}
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.