CUtlVector<CDispCollNode,CHunkMemory<CDispCollNode>>::GrowVector
0x000cffe0 · 101 bytes · __thiscall
_ZN10CUtlVectorI13CDispCollNode11CHunkMemoryIS0_EE10GrowVectorEi
Decompiled
undefined (2 params)
/* CUtlVector<CDispCollNode, CHunkMemory<CDispCollNode> >::GrowVector(int) */
void __thiscall
CUtlVector<CDispCollNode,CHunkMemory<CDispCollNode>>::GrowVector
(CUtlVector<CDispCollNode,CHunkMemory<CDispCollNode>> *this,int param_1)
{
undefined4 uVar1;
int iVar2;
iVar2 = *(int *)(this + 8) + param_1;
if (iVar2 <= *(int *)(this + 4)) {
*(int *)(this + 8) = iVar2;
*(undefined4 *)(this + 0xc) = *(undefined4 *)this;
return;
}
iVar2 = iVar2 - *(int *)(this + 4);
uVar1 = Hunk_AllocName(iVar2 * 0x60,(char *)0x0,false);
*(int *)(this + 4) = iVar2;
*(undefined4 *)this = uVar1;
*(undefined4 *)(this + 0xc) = uVar1;
*(int *)(this + 8) = param_1 + *(int *)(this + 8);
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.