L L4D2node

CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>>::InsertBefore

0x001436e0 · 73 bytes · __thiscall

_ZN10CUtlVectorIh10CUtlMemoryIhiEE12InsertBeforeEiRKh

Decompiled

undefined (3 params)

/* CUtlVector<unsigned char, CUtlMemory<unsigned char, int> >::InsertBefore(int, unsigned char
   const&) */

int __thiscall
CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>>::InsertBefore
          (CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>> *this,int param_1,uchar *param_2)

{
  GrowVector(this,1);
  ShiftElementsRight(this,param_1,1);
  if ((uchar *)(param_1 + *(int *)this) != (uchar *)0x0) {
    *(uchar *)(param_1 + *(int *)this) = *param_2;
  }
  return param_1;
}

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)