L L4D2node

frame_downheap

0x00bf7820 · 200 bytes · unknown

Decompiled

undefined (0 params)

void frame_downheap(int param_1,int param_2,int param_3)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  undefined4 in_EAX;
  int iVar3;
  int iVar4;
  code *in_EDX;
  int iVar5;
  undefined4 *puVar6;
  
  while( true ) {
    iVar5 = param_2 * 2 + 1;
    if (param_3 <= iVar5) {
      return;
    }
    iVar3 = param_2 * 2 + 2;
    if (iVar3 < param_3) {
      puVar6 = (undefined4 *)(param_1 + -4 + iVar3 * 4);
      iVar4 = (*in_EDX)(in_EAX,*puVar6,*(undefined4 *)(param_1 + iVar3 * 4));
      if (iVar4 < 0) {
        puVar6 = (undefined4 *)(iVar3 * 4 + param_1);
        iVar5 = iVar3;
      }
    }
    else {
      puVar6 = (undefined4 *)(param_1 + iVar5 * 4);
    }
    puVar1 = (undefined4 *)(param_1 + param_2 * 4);
    iVar3 = (*in_EDX)(in_EAX,*puVar1,*puVar6);
    if (-1 < iVar3) break;
    uVar2 = *puVar1;
    *puVar1 = *puVar6;
    *puVar6 = uVar2;
    param_2 = iVar5;
  }
  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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)