L L4D2node

CUtlVector<SendTable*,CUtlMemory<SendTable*,int>>::CopyArray

0x00156a40 · 267 bytes · __thiscall

_ZN10CUtlVectorIP9SendTable10CUtlMemoryIS1_iEE9CopyArrayEPKS1_i

Decompiled

undefined (3 params)

/* CUtlVector<SendTable*, CUtlMemory<SendTable*, int> >::CopyArray(SendTable* const*, int) */

void __thiscall
CUtlVector<SendTable*,CUtlMemory<SendTable*,int>>::CopyArray
          (CUtlVector<SendTable*,CUtlMemory<SendTable*,int>> *this,SendTable **param_1,int param_2)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  
  *(undefined4 *)(this + 0xc) = 0;
  if (param_2 == 0) {
    return;
  }
  iVar1 = *(int *)(this + 4);
  if (iVar1 < param_2) {
    iVar2 = *(int *)(this + 8);
    if (iVar2 < 0) goto LAB_00156a6f;
    if (iVar2 == 0) {
      if (iVar1 == 0) {
        if (param_2 < 9) {
          iVar2 = 8;
          goto LAB_00156acf;
        }
        iVar1 = 8;
      }
      do {
        iVar2 = iVar1 * 2;
        if (param_2 <= iVar2) break;
        iVar2 = iVar1 * 4;
        iVar1 = iVar2;
      } while (iVar2 < param_2);
    }
    else {
      for (iVar2 = ((param_2 + -1) / iVar2 + 1) * iVar2; iVar2 < param_2;
          iVar2 = (iVar2 + param_2) / 2) {
      }
    }
LAB_00156acf:
    *(int *)(this + 4) = iVar2;
    if (*(void **)this != (void *)0x0) {
      pvVar3 = realloc(*(void **)this,iVar2 << 2);
      iVar1 = *(int *)(this + 0xc);
      *(void **)this = pvVar3;
      *(void **)(this + 0x10) = pvVar3;
      *(int *)(this + 0xc) = param_2 + iVar1;
      if ((0 < param_2) && (0 < iVar1)) {
        _V_memmove((void *)((int)pvVar3 + param_2 * 4),pvVar3,iVar1 << 2);
      }
      goto LAB_00156a77;
    }
    pvVar3 = malloc(iVar2 << 2);
    *(void **)this = pvVar3;
  }
  else {
LAB_00156a6f:
    pvVar3 = *(void **)this;
  }
  *(int *)(this + 0xc) = param_2;
  *(void **)(this + 0x10) = pvVar3;
LAB_00156a77:
  if (param_2 < 1) {
    return;
  }
  iVar1 = 0;
  do {
    *(undefined4 *)(*(int *)this + iVar1) = *(undefined4 *)((int)param_1 + iVar1);
    iVar1 = iVar1 + 4;
  } while (iVar1 != param_2 << 2);
  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)