rr2::CResponseQuery::TestIsSorted
0x00bd95a0 · 71 bytes · __thiscall
_ZNK3rr214CResponseQuery12TestIsSortedEv
Decompiled
undefined (1 param)
/* rr2::CResponseQuery::TestIsSorted() const */
undefined4 __thiscall rr2::CResponseQuery::TestIsSorted(CResponseQuery *this)
{
ushort *puVar1;
ushort *puVar2;
int iVar3;
ushort *puVar4;
if (*(int *)(this + 0xc) < 2) {
return 1;
}
puVar4 = *(ushort **)this;
if (*puVar4 <= puVar4[8]) {
iVar3 = 1;
do {
iVar3 = iVar3 + 1;
if (iVar3 == *(int *)(this + 0xc)) {
return 1;
}
puVar1 = puVar4 + 0x10;
puVar2 = puVar4 + 8;
puVar4 = puVar4 + 8;
} while (*puVar2 <= *puVar1);
}
return 0;
}
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.