CCurveData::Resort
0x00baa100 · 274 bytes · __thiscall
_ZN10CCurveData6ResortEP18ICurveDataAccessor
Decompiled
undefined (2 params)
/* CCurveData::Resort(ICurveDataAccessor*) */
void __thiscall CCurveData::Resort(CCurveData *this,ICurveDataAccessor *param_1)
{
float fVar1;
float fVar2;
undefined2 uVar3;
undefined2 uVar4;
undefined4 uVar5;
undefined4 *puVar6;
int iVar7;
undefined4 *puVar8;
int local_58;
int local_54;
int local_44;
int local_40;
local_54 = 0;
local_58 = 10;
local_44 = *(int *)(this + 0xc);
if (0 < local_44) {
do {
local_54 = local_54 + 1;
if (local_54 < local_44) {
iVar7 = local_58;
local_40 = local_54;
do {
puVar6 = (undefined4 *)(local_58 + -10 + *(int *)this);
puVar8 = (undefined4 *)(*(int *)this + iVar7);
uVar5 = *puVar6;
fVar1 = (float)puVar6[1];
fVar2 = (float)puVar8[1];
uVar3 = *(undefined2 *)(puVar6 + 2);
uVar4 = *(undefined2 *)(puVar8 + 2);
if (fVar2 < fVar1) {
*puVar6 = *puVar8;
*(undefined2 *)(puVar6 + 2) = uVar4;
puVar6[1] = fVar2;
puVar6 = (undefined4 *)(*(int *)this + iVar7);
puVar6[1] = fVar1;
*puVar6 = uVar5;
*(undefined2 *)(puVar6 + 2) = uVar3;
local_44 = *(int *)(this + 0xc);
}
local_40 = local_40 + 1;
iVar7 = iVar7 + 10;
} while (local_40 < local_44);
}
local_58 = local_58 + 10;
} while (local_54 < local_44);
}
RemoveOutOfRangeSamples(this,param_1);
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.