L L4D2node

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

0x00160080 · 388 bytes · __thiscall

_ZN10CUtlVectorI14SAddOnMetaData10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_

Decompiled

undefined (3 params)

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

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

{
  void *pvVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  char *pcVar5;
  
  iVar3 = *(int *)(this + 4);
  iVar4 = *(int *)(this + 0xc) + 1;
  if (iVar3 < iVar4) {
    iVar2 = *(int *)(this + 8);
    if (iVar2 < 0) goto LAB_001600a0;
    if (iVar2 == 0) {
      if (iVar3 == 0) {
        if (iVar4 < 2) {
          iVar2 = 1;
          goto LAB_0016014f;
        }
        iVar3 = 1;
      }
      do {
        iVar2 = iVar3 * 2;
        if (iVar4 <= iVar2) break;
        iVar2 = iVar3 * 4;
        iVar3 = iVar2;
      } while (iVar2 < iVar4);
    }
    else {
      for (iVar2 = iVar2 * (*(int *)(this + 0xc) / iVar2 + 1); iVar2 < iVar4;
          iVar2 = (iVar2 + iVar4) / 2) {
      }
    }
LAB_0016014f:
    *(int *)(this + 4) = iVar2;
    if (*(void **)this != (void *)0x0) {
      pvVar1 = realloc(*(void **)this,iVar2 * 0x108);
      iVar4 = *(int *)(this + 0xc);
      *(void **)this = pvVar1;
      *(void **)(this + 0x10) = pvVar1;
      *(int *)(this + 0xc) = iVar4 + 1;
      iVar4 = (iVar4 + 1) - param_1;
      goto joined_r0x00160186;
    }
    pvVar1 = malloc(iVar2 * 0x108);
    *(void **)this = pvVar1;
  }
  else {
LAB_001600a0:
    pvVar1 = *(void **)this;
  }
  *(int *)(this + 0xc) = iVar4;
  iVar4 = iVar4 - param_1;
  *(void **)(this + 0x10) = pvVar1;
joined_r0x00160186:
  if (0 < iVar4 + -1) {
    _V_memmove((void *)((int)pvVar1 + param_1 * 0x108 + 0x108),
               (void *)((int)pvVar1 + param_1 * 0x108),(iVar4 + -1) * 0x108);
    pvVar1 = *(void **)this;
  }
  pcVar5 = (char *)(param_1 * 0x108 + (int)pvVar1);
  if (pcVar5 != (char *)0x0) {
    V_strncpy(pcVar5,(char *)param_2,0x80);
    V_strncpy(pcVar5 + 0x80,(char *)(param_2 + 0x80),0x80);
    *(undefined4 *)(pcVar5 + 0x100) = *(undefined4 *)(param_2 + 0x100);
    *(undefined4 *)(pcVar5 + 0x104) = *(undefined4 *)(param_2 + 0x104);
  }
  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)