CDmxElement::Resort
0x00be70b0 · 202 bytes · __thiscall
_ZNK11CDmxElement6ResortEv.part.31
Decompiled
undefined (1 param)
/* CDmxElement::Resort() const [clone .part.31] */
void __thiscall CDmxElement::Resort(CDmxElement *this)
{
CDmxAttribute *this_00;
int iVar1;
CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>> *in_EAX;
undefined4 uVar2;
int iVar3;
size_t __nmemb;
undefined1 local_25;
undefined4 local_24;
undefined1 *local_20;
if (in_EAX[0x18] == (CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>>)0x0) {
__nmemb = *(size_t *)(in_EAX + 0xc);
}
else {
__nmemb = *(size_t *)(in_EAX + 0xc);
in_EAX[0x18] = (CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>>)0x0;
if (1 < (int)__nmemb) {
local_24 = *(undefined4 *)(in_EAX + 0x14);
local_20 = &local_25;
g_pUtlSortVectorQSortContext = &local_24;
qsort(*(void **)in_EAX,__nmemb,4,
CUtlSortVector<CDmxAttribute*,CDmxAttributeLess>::CompareHelper);
__nmemb = *(size_t *)(in_EAX + 0xc);
}
}
in_EAX[0x2f] = (CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>>)
((byte)in_EAX[0x2f] & 0xfe);
iVar3 = __nmemb * 4 + -8;
while (__nmemb = __nmemb - 1, 0 < (int)__nmemb) {
this_00 = *(CDmxAttribute **)(*(int *)in_EAX + 4 + iVar3);
if (((this_00 != (CDmxAttribute *)0x0) && (iVar1 = *(int *)(*(int *)in_EAX + iVar3), iVar1 != 0)
) && (*(short *)(iVar1 + 4) == *(short *)(this_00 + 4))) {
uVar2 = CDmxAttribute::GetName(this_00);
Warning("Duplicate attribute name %s encountered!\n",uVar2);
CUtlVector<CDmxAttribute*,CUtlMemory<CDmxAttribute*,int>>::ShiftElementsLeft(in_EAX,__nmemb,1)
;
*(int *)(in_EAX + 0xc) = *(int *)(in_EAX + 0xc) + -1;
}
iVar3 = iVar3 + -4;
}
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.