CUtlVector<CDTIProp,CUtlMemory<CDTIProp,int>>::SetCount
0x0014b2c0 · 342 bytes · __thiscall
_ZN10CUtlVectorI8CDTIProp10CUtlMemoryIS0_iEE8SetCountEi
Decompiled
undefined (2 params)
/* CUtlVector<CDTIProp, CUtlMemory<CDTIProp, int> >::SetCount(int) */
void __thiscall
CUtlVector<CDTIProp,CUtlMemory<CDTIProp,int>>::SetCount
(CUtlVector<CDTIProp,CUtlMemory<CDTIProp,int>> *this,int param_1)
{
int iVar1;
void *pvVar2;
int iVar3;
int iVar4;
CUtlString *this_00;
int iVar5;
int iVar6;
RemoveAll(this);
iVar6 = *(int *)(this + 0xc);
if (param_1 == 0) {
return;
}
iVar4 = *(int *)(this + 4);
iVar5 = param_1 + iVar6;
iVar3 = iVar5;
if (iVar4 < iVar5) {
iVar1 = *(int *)(this + 8);
if (iVar1 < 0) goto LAB_0014b2fc;
if (iVar1 == 0) {
if (iVar4 == 0) {
if (iVar5 < 2) {
iVar4 = 1;
goto LAB_0014b39f;
}
iVar4 = 1;
}
do {
iVar4 = iVar4 * 2;
} while (iVar4 < iVar5);
}
else {
for (iVar4 = ((iVar5 + -1) / iVar1 + 1) * iVar1; iVar4 < iVar5; iVar4 = (iVar4 + iVar5) / 2) {
}
}
LAB_0014b39f:
*(int *)(this + 4) = iVar4;
if (*(void **)this == (void *)0x0) {
pvVar2 = malloc(iVar4 << 5);
*(void **)this = pvVar2;
}
else {
pvVar2 = realloc(*(void **)this,iVar4 << 5);
*(void **)this = pvVar2;
iVar3 = param_1 + *(int *)(this + 0xc);
}
}
else {
LAB_0014b2fc:
pvVar2 = *(void **)this;
}
*(int *)(this + 0xc) = iVar3;
iVar4 = (iVar3 - iVar6) - param_1;
*(void **)(this + 0x10) = pvVar2;
if (iVar4 < 1) {
if (0 < param_1) {
LAB_0014b31f:
iVar6 = iVar6 << 5;
iVar4 = 0;
do {
this_00 = (CUtlString *)(iVar6 + *(int *)this);
if (this_00 != (CUtlString *)0x0) {
CUtlString::CUtlString(this_00);
*(undefined4 *)(this_00 + 0x18) = 0;
*(undefined4 *)(this_00 + 0x14) = 0;
*(undefined4 *)(this_00 + 0x10) = 0;
}
iVar4 = iVar4 + 1;
iVar6 = iVar6 + 0x20;
} while (iVar4 < param_1);
return;
}
}
else if (0 < param_1) {
_V_memmove((void *)((int)pvVar2 + iVar5 * 0x20),(void *)(iVar6 * 0x20 + (int)pvVar2),
iVar4 * 0x20);
goto LAB_0014b31f;
}
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.