L L4D2node

CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>::ShiftElementsRight

0x000e6240 · 66 bytes · __thiscall

_ZN10CUtlVectorIN10CStudioHdr26CActivityToSequenceMapping13HashValueTypeE10CUtlMemoryIS2_iEE18ShiftElementsRightEii

Decompiled

undefined (3 params)

/* CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,
   CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType, int> >::ShiftElementsRight(int,
   int) */

void __thiscall
CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>
::ShiftElementsRight
          (CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>
           *this,int param_1,int param_2)

{
  int iVar1;
  
  iVar1 = (*(int *)(this + 0xc) - param_1) - param_2;
  if ((0 < iVar1) && (0 < param_2)) {
    _V_memmove((void *)((param_2 + param_1) * 0x10 + *(int *)this),
               (void *)(param_1 * 0x10 + *(int *)this),iVar1 * 0x10);
    return;
  }
  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.



        

        

          

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

Return-type handling cheatsheet (DHookReturn)