L L4D2node

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 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.



        
        

⚠ 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.

Return-type handling cheatsheet (DHookReturn)