CUtlVector<CEmphasisSample,CUtlMemory<CEmphasisSample,int>>::InsertBefore
0x000e0b20 · 329 bytes · __thiscall
_ZN10CUtlVectorI15CEmphasisSample10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_
Decompiled
undefined (3 params)
/* CUtlVector<CEmphasisSample, CUtlMemory<CEmphasisSample, int> >::InsertBefore(int, CEmphasisSample
const&) */
int __thiscall
CUtlVector<CEmphasisSample,CUtlMemory<CEmphasisSample,int>>::InsertBefore
(CUtlVector<CEmphasisSample,CUtlMemory<CEmphasisSample,int>> *this,int param_1,
CEmphasisSample *param_2)
{
undefined4 *puVar1;
void *pvVar2;
int iVar3;
int iVar4;
int iVar5;
iVar4 = *(int *)(this + 4);
iVar5 = *(int *)(this + 0xc) + 1;
if (iVar4 < iVar5) {
iVar3 = *(int *)(this + 8);
if (iVar3 < 0) goto LAB_000e0b42;
if (iVar3 == 0) {
if (iVar4 == 0) {
if (iVar5 < 4) {
iVar3 = 3;
goto LAB_000e0bb7;
}
iVar4 = 3;
}
do {
iVar3 = iVar4 * 2;
if (iVar5 <= iVar3) break;
iVar3 = iVar4 * 4;
iVar4 = iVar3;
} while (iVar3 < iVar5);
}
else {
for (iVar3 = iVar3 * (*(int *)(this + 0xc) / iVar3 + 1); iVar3 < iVar5;
iVar3 = (iVar3 + iVar5) / 2) {
}
}
LAB_000e0bb7:
*(int *)(this + 4) = iVar3;
if (*(void **)this != (void *)0x0) {
pvVar2 = realloc(*(void **)this,iVar3 * 0xc);
iVar5 = *(int *)(this + 0xc);
*(void **)this = pvVar2;
*(void **)(this + 0x10) = pvVar2;
*(int *)(this + 0xc) = iVar5 + 1;
iVar5 = (iVar5 + 1) - param_1;
goto joined_r0x000e0bf1;
}
pvVar2 = malloc(iVar3 * 0xc);
*(void **)this = pvVar2;
}
else {
LAB_000e0b42:
pvVar2 = *(void **)this;
}
*(int *)(this + 0xc) = iVar5;
iVar5 = iVar5 - param_1;
*(void **)(this + 0x10) = pvVar2;
joined_r0x000e0bf1:
if (0 < iVar5 + -1) {
_V_memmove((void *)((int)pvVar2 + param_1 * 0xc + 0xc),(void *)((int)pvVar2 + param_1 * 0xc),
(iVar5 + -1) * 0xc);
pvVar2 = *(void **)this;
}
puVar1 = (undefined4 *)((int)pvVar2 + param_1 * 0xc);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = *(undefined4 *)param_2;
puVar1[1] = *(undefined4 *)(param_2 + 4);
puVar1[2] = *(undefined4 *)(param_2 + 8);
}
return param_1;
}
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.