rr2::MatchList_t::SortByScoreDescending
0x00bd9170 · 238 bytes · __thiscall
_ZN3rr211MatchList_t21SortByScoreDescendingEv
Decompiled
undefined (1 param)
/* rr2::MatchList_t::SortByScoreDescending() */
void __thiscall rr2::MatchList_t::SortByScoreDescending(MatchList_t *this)
{
float *pfVar1;
float fVar2;
undefined2 uVar3;
undefined2 uVar4;
size_t __nmemb;
float fVar5;
int iVar6;
float *pfVar7;
int local_2c;
int local_20;
__nmemb = *(size_t *)(this + 0xc);
if (1 < (int)__nmemb) {
if (*(void **)this == (void *)0x0) {
local_2c = __nmemb - 1;
do {
if (0 < local_2c) {
local_20 = 1;
iVar6 = 0;
while( true ) {
pfVar1 = (float *)(*(int *)this + iVar6 + 0xc);
pfVar7 = (float *)(iVar6 + *(int *)this);
fVar2 = *pfVar7;
if ((int)(*pfVar1 - fVar2) < 0) {
uVar3 = *(undefined2 *)(pfVar7 + 1);
uVar4 = *(undefined2 *)((int)pfVar7 + 6);
fVar5 = pfVar7[2];
*pfVar7 = *pfVar1;
pfVar7[1] = pfVar1[1];
pfVar7[2] = pfVar1[2];
*pfVar1 = fVar2;
*(undefined2 *)((int)pfVar1 + 6) = uVar4;
pfVar1[2] = fVar5;
*(undefined2 *)(pfVar1 + 1) = uVar3;
}
if (local_2c + 1 == local_20 + 1) break;
local_20 = local_20 + 1;
iVar6 = iVar6 + 0xc;
}
}
local_2c = local_2c + -1;
} while (local_2c != -1);
return;
}
qsort(*(void **)this,__nmemb,0xc,MatchInfo_t::CompareByScoreDesc);
}
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.