CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>::RemoveAtHead
0x004c14c0 · 204 bytes · __thiscall
_ZN17CUtlPriorityQueueIP14SoundCommand_t28CDefUtlPriorityQueueLessFuncIS1_E10CUtlMemoryIS1_iEE12RemoveAtHeadEv
Decompiled
undefined (1 param)
/* CUtlPriorityQueue<SoundCommand_t*, CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,
CUtlMemory<SoundCommand_t*, int> >::RemoveAtHead() */
void __thiscall
CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
::RemoveAtHead(CUtlPriorityQueue<SoundCommand_t*,CDefUtlPriorityQueueLessFunc<SoundCommand_t*>,CUtlMemory<SoundCommand_t*,int>>
*this)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
char cVar7;
int iVar8;
CUtlVector<SoundCommand_t*,CUtlMemory<SoundCommand_t*,int>>::FastRemove
((CUtlVector<SoundCommand_t*,CUtlMemory<SoundCommand_t*,int>> *)this,0);
iVar4 = *(int *)(this + 0xc);
if ((iVar4 != 0) && (0 < iVar4 / 2)) {
iVar8 = 0;
do {
iVar3 = iVar8 * 2 + 2;
iVar1 = iVar8 * 2 + 1;
iVar6 = iVar8;
if ((iVar1 < iVar4) &&
(cVar7 = (**(code **)(this + 0x14))(*(int *)this + iVar8 * 4,*(int *)this + iVar1 * 4),
iVar6 = iVar1, cVar7 == '\0')) {
iVar6 = iVar8;
}
if ((iVar3 < iVar4) &&
(cVar7 = (**(code **)(this + 0x14))(*(int *)this + iVar6 * 4,*(int *)this + iVar3 * 4),
cVar7 != '\0')) {
iVar6 = iVar3;
}
if (iVar6 == iVar8) {
return;
}
puVar2 = (undefined4 *)(*(int *)this + iVar8 * 4);
uVar5 = *puVar2;
*puVar2 = *(undefined4 *)(*(int *)this + iVar6 * 4);
*(undefined4 *)(*(int *)this + iVar6 * 4) = uVar5;
iVar8 = iVar6;
} while (iVar6 < iVar4 / 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.