CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>::Sort
0x008a9f90 · 192 bytes · __thiscall
_ZN10CUtlVectorIN20CDirectorItemManager15HealingItemInfoE10CUtlMemoryIS1_iEE4SortEPFiPKS1_S6_E
Decompiled
undefined (2 params)
/* CUtlVector<CDirectorItemManager::HealingItemInfo,
CUtlMemory<CDirectorItemManager::HealingItemInfo, int> >::Sort(int
(*)(CDirectorItemManager::HealingItemInfo const*, CDirectorItemManager::HealingItemInfo const*))
*/
void __thiscall
CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>
::Sort(CUtlVector<CDirectorItemManager::HealingItemInfo,CUtlMemory<CDirectorItemManager::HealingItemInfo,int>>
*this,_func_int_HealingItemInfo_ptr_HealingItemInfo_ptr *param_1)
{
int iVar1;
undefined4 uVar2;
size_t __nmemb;
undefined4 uVar3;
int iVar4;
int iVar5;
undefined4 *puVar6;
undefined4 *puVar7;
int local_24;
__nmemb = *(size_t *)(this + 0xc);
if (1 < (int)__nmemb) {
if (*(void **)this == (void *)0x0) {
local_24 = __nmemb - 1;
do {
if (0 < local_24) {
iVar5 = 1;
do {
while( true ) {
iVar1 = iVar5 * 8;
iVar4 = (*param_1)((HealingItemInfo *)(*(int *)this + iVar1 + -8),
(HealingItemInfo *)(*(int *)this + iVar1));
if (-1 < iVar4) break;
iVar5 = iVar5 + 1;
puVar6 = (undefined4 *)(iVar1 + *(int *)this);
puVar7 = (undefined4 *)(iVar1 + -8 + *(int *)this);
uVar3 = *puVar7;
uVar2 = puVar7[1];
*puVar7 = *puVar6;
puVar7[1] = puVar6[1];
*puVar6 = uVar3;
puVar6[1] = uVar2;
if (local_24 < iVar5) goto LAB_008aa048;
}
iVar5 = iVar5 + 1;
} while (iVar5 <= local_24);
}
LAB_008aa048:
local_24 = local_24 + -1;
if (local_24 == -1) {
return;
}
} while( true );
}
qsort(*(void **)this,__nmemb,8,(__compar_fn_t)param_1);
}
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.