CUtlSortVector<CSortedCacheFile,CSortedCacheFile>::RedoSort
0x006017e0 · 72 bytes · __regparm3
_ZN14CUtlSortVectorI16CSortedCacheFileS0_E8RedoSortEb.part.418
Decompiled
undefined (1 param)
/* CUtlSortVector<CSortedCacheFile, CSortedCacheFile>::RedoSort(bool) [clone .part.418] */
void __regparm3 CUtlSortVector<CSortedCacheFile,CSortedCacheFile>::RedoSort(bool param_1)
{
undefined3 in_register_00000001;
undefined4 *puVar1;
undefined1 local_1c [8];
undefined4 local_14;
undefined1 *local_10;
puVar1 = (undefined4 *)CONCAT31(in_register_00000001,param_1);
*(undefined1 *)(puVar1 + 6) = 0;
if (1 < (int)puVar1[3]) {
local_14 = puVar1[5];
local_10 = local_1c;
g_pUtlSortVectorQSortContext = &local_14;
qsort((void *)*puVar1,puVar1[3],8,CompareHelper);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.