L L4D2node

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 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)