L L4D2node

CUtlVector<netpacket_s,CUtlMemory<netpacket_s,int>>::EnsureCount

0x001c94e0 · 401 bytes · __thiscall

_ZN10CUtlVectorI11netpacket_s10CUtlMemoryIS0_iEE11EnsureCountEi

Decompiled

undefined (2 params)

/* CUtlVector<netpacket_s, CUtlMemory<netpacket_s, int> >::EnsureCount(int) */

void __thiscall
CUtlVector<netpacket_s,CUtlMemory<netpacket_s,int>>::EnsureCount
          (CUtlVector<netpacket_s,CUtlMemory<netpacket_s,int>> *this,int param_1)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  netadr_s *this_00;
  
  iVar6 = *(int *)(this + 0xc);
  if (param_1 <= iVar6) {
    return;
  }
  iVar2 = param_1 - iVar6;
  if (iVar2 == 0) {
    return;
  }
  iVar5 = *(int *)(this + 4);
  iVar4 = iVar6;
  if (iVar5 < param_1) {
    iVar1 = *(int *)(this + 8);
    if (iVar1 < 0) goto LAB_001c9517;
    if (iVar1 == 0) {
      if (iVar5 == 0) {
        if (param_1 < 2) {
          iVar5 = 1;
          goto LAB_001c961f;
        }
        iVar5 = 1;
      }
      do {
        iVar5 = iVar5 * 2;
      } while (iVar5 < param_1);
    }
    else {
      for (iVar5 = ((param_1 + -1) / iVar1 + 1) * iVar1; iVar5 < param_1;
          iVar5 = (iVar5 + param_1) / 2) {
      }
    }
LAB_001c961f:
    *(int *)(this + 4) = iVar5;
    if (*(void **)this == (void *)0x0) {
      pvVar3 = malloc(iVar5 * 0x50);
      *(void **)this = pvVar3;
    }
    else {
      pvVar3 = realloc(*(void **)this,iVar5 * 0x50);
      *(void **)this = pvVar3;
      iVar4 = *(int *)(this + 0xc);
    }
  }
  else {
LAB_001c9517:
    pvVar3 = *(void **)this;
  }
  *(int *)(this + 0xc) = iVar4 + iVar2;
  iVar5 = ((iVar4 + iVar2) - iVar6) - iVar2;
  *(void **)(this + 0x10) = pvVar3;
  if (iVar5 < 1) {
    if (0 < iVar2) {
LAB_001c953d:
      iVar5 = 0;
      iVar6 = iVar6 * 0x50;
      do {
        this_00 = (netadr_s *)(iVar6 + *(int *)this);
        if (this_00 != (netadr_s *)0x0) {
          netadr_s::SetIP(this_00,0);
          netadr_s::SetPort(this_00,0);
          netadr_s::SetType(this_00,3);
          this_00[0x20] = (netadr_s)0x0;
          *(undefined4 *)(this_00 + 0x1c) = 0;
          *(undefined4 *)(this_00 + 0x24) = 0xffffffff;
          *(undefined4 *)(this_00 + 0x28) = 0;
        }
        iVar5 = iVar5 + 1;
        iVar6 = iVar6 + 0x50;
      } while (iVar5 < iVar2);
      return;
    }
  }
  else if (0 < iVar2) {
    _V_memmove((void *)((int)pvVar3 + param_1 * 0x50),(void *)(iVar6 * 0x50 + (int)pvVar3),
               iVar5 * 0x50);
    goto LAB_001c953d;
  }
  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)