CUtlVector<CClientSendProp,CUtlMemory<CClientSendProp,int>>::SetCount
0x00145e90 · 191 bytes · __thiscall
_ZN10CUtlVectorI15CClientSendProp10CUtlMemoryIS0_iEE8SetCountEi
Decompiled
undefined (2 params)
/* CUtlVector<CClientSendProp, CUtlMemory<CClientSendProp, int> >::SetCount(int) */
void __thiscall
CUtlVector<CClientSendProp,CUtlMemory<CClientSendProp,int>>::SetCount
(CUtlVector<CClientSendProp,CUtlMemory<CClientSendProp,int>> *this,int param_1)
{
CClientSendProp *pCVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0xc) + -1;
iVar3 = iVar2 * 4;
if (-1 < iVar2) {
do {
iVar2 = iVar2 + -1;
pCVar1 = (CClientSendProp *)(*(int *)this + iVar3);
iVar3 = iVar3 + -4;
CClientSendProp::~CClientSendProp(pCVar1);
} while (iVar2 != -1);
}
*(undefined4 *)(this + 0xc) = 0;
if (param_1 != 0) {
GrowVector(this,param_1);
if (*(int *)(this + 0xc) - param_1 < 1) {
if (0 < param_1) {
LAB_00145f05:
iVar2 = 0;
do {
pCVar1 = (CClientSendProp *)(*(int *)this + iVar2 * 4);
if (pCVar1 != (CClientSendProp *)0x0) {
CClientSendProp::CClientSendProp(pCVar1);
}
iVar2 = iVar2 + 1;
} while (iVar2 < param_1);
return;
}
}
else if (0 < param_1) {
_V_memmove((void *)((int)*(void **)this + param_1 * 4),*(void **)this,
(*(int *)(this + 0xc) - param_1) * 4);
goto LAB_00145f05;
}
}
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.