L L4D2node

CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>,int>>::Sort

0x008aa3e0 · 328 bytes · __thiscall

_ZN10CUtlVectorI18EntityLocationInfoI7CHandleI11CBaseEntityEE10CUtlMemoryIS4_iEE4SortEPFiPKS4_S9_E

Decompiled

undefined (2 params)

/* CUtlVector<EntityLocationInfo<CHandle<CBaseEntity> >,
   CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity> >, int> >::Sort(int
   (*)(EntityLocationInfo<CHandle<CBaseEntity> > const*, EntityLocationInfo<CHandle<CBaseEntity> >
   const*)) */

void __thiscall
CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>,int>>
::Sort(CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>,int>>
       *this,_func_int_EntityLocationInfo_ptr_EntityLocationInfo_ptr *param_1)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  size_t __nmemb;
  undefined4 uVar7;
  undefined4 uVar8;
  int iVar9;
  int iVar10;
  int iVar11;
  undefined4 *puVar12;
  undefined4 *puVar13;
  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) {
          iVar10 = 1;
          do {
            while( true ) {
              iVar11 = iVar10 * 0x20;
              iVar9 = (*param_1)((EntityLocationInfo *)(*(int *)this + iVar11 + -0x20),
                                 (EntityLocationInfo *)(*(int *)this + iVar11));
              if (-1 < iVar9) break;
              iVar10 = iVar10 + 1;
              puVar12 = (undefined4 *)(iVar11 + *(int *)this);
              puVar13 = (undefined4 *)(iVar11 + -0x20 + *(int *)this);
              uVar1 = *puVar13;
              *puVar13 = *puVar12;
              uVar2 = puVar13[1];
              uVar3 = puVar13[2];
              puVar13[1] = puVar12[1];
              uVar4 = puVar13[3];
              uVar7 = puVar13[7];
              puVar13[2] = puVar12[2];
              uVar5 = puVar13[4];
              uVar6 = puVar13[5];
              puVar13[3] = puVar12[3];
              uVar8 = puVar13[6];
              puVar13[4] = puVar12[4];
              puVar13[5] = puVar12[5];
              puVar13[6] = puVar12[6];
              puVar13[7] = puVar12[7];
              *puVar12 = uVar1;
              puVar12[1] = uVar2;
              puVar12[2] = uVar3;
              puVar12[3] = uVar4;
              puVar12[4] = uVar5;
              puVar12[5] = uVar6;
              puVar12[6] = uVar8;
              puVar12[7] = uVar7;
              if (local_24 < iVar10) goto LAB_008aa518;
            }
            iVar10 = iVar10 + 1;
          } while (iVar10 <= local_24);
        }
LAB_008aa518:
        local_24 = local_24 + -1;
        if (local_24 == -1) {
          return;
        }
      } while( true );
    }
    qsort(*(void **)this,__nmemb,0x20,(__compar_fn_t)param_1);
  }
  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)