CUtlPriorityQueue<OpenListInfo_t,COpenListLessFunc,CUtlMemoryFixedGrowable<OpenListInfo_t,4096u,int>>::RemoveAtHead
0x00713a70 · 210 bytes · __thiscall
_ZN17CUtlPriorityQueueI14OpenListInfo_t17COpenListLessFunc23CUtlMemoryFixedGrowableIS0_Lj4096EiEE12RemoveAtHeadEv
Decompiled
undefined (1 param)
/* CUtlPriorityQueue<OpenListInfo_t, COpenListLessFunc, CUtlMemoryFixedGrowable<OpenListInfo_t,
4096u, int> >::RemoveAtHead() */
void __thiscall
CUtlPriorityQueue<OpenListInfo_t,COpenListLessFunc,CUtlMemoryFixedGrowable<OpenListInfo_t,4096u,int>>
::RemoveAtHead(CUtlPriorityQueue<OpenListInfo_t,COpenListLessFunc,CUtlMemoryFixedGrowable<OpenListInfo_t,4096u,int>>
*this)
{
int iVar1;
int iVar2;
float *pfVar3;
float fVar4;
undefined4 uVar5;
undefined4 *puVar6;
undefined4 uVar7;
undefined4 uVar8;
int iVar9;
int iVar10;
int iVar11;
iVar11 = *(int *)(this + 0x8010);
if (0 < iVar11) {
iVar10 = iVar11 + -1;
iVar11 = 0;
if (iVar10 != 0) {
puVar6 = *(undefined4 **)this;
*puVar6 = puVar6[iVar10 * 2];
puVar6[1] = (puVar6 + iVar10 * 2)[1];
iVar11 = *(int *)(this + 0x8010) + -1;
}
*(int *)(this + 0x8010) = iVar11;
}
if ((iVar11 != 0) && (0 < iVar11 / 2)) {
iVar10 = 0;
do {
iVar2 = iVar10 * 2 + 2;
iVar1 = iVar10 * 2 + 1;
iVar9 = iVar10;
if ((iVar1 < iVar11) &&
(fVar4 = *(float *)(*(int *)this + 4 + iVar10 * 8),
pfVar3 = (float *)(*(int *)this + 4 + iVar1 * 8), iVar9 = iVar1,
fVar4 < *pfVar3 || fVar4 == *pfVar3)) {
iVar9 = iVar10;
}
if ((iVar2 < iVar11) &&
(fVar4 = *(float *)(*(int *)this + 4 + iVar9 * 8),
pfVar3 = (float *)(*(int *)this + 4 + iVar2 * 8), *pfVar3 <= fVar4 && fVar4 != *pfVar3)) {
iVar9 = iVar2;
}
if (iVar9 == iVar10) {
return;
}
iVar1 = *(int *)this;
puVar6 = (undefined4 *)(iVar1 + iVar10 * 8);
uVar7 = *(undefined4 *)(iVar1 + iVar9 * 8);
uVar5 = puVar6[1];
uVar8 = *puVar6;
puVar6[1] = *(undefined4 *)(iVar1 + 4 + iVar9 * 8);
*puVar6 = uVar7;
puVar6 = (undefined4 *)(*(int *)this + iVar9 * 8);
*puVar6 = uVar8;
puVar6[1] = uVar5;
iVar10 = iVar9;
} while (iVar9 < iVar11 / 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.