L L4D2node

CUtlVector<char,CUtlMemory<char,int>>::CopyArray

0x001cada0 · 251 bytes · __thiscall

_ZN10CUtlVectorIc10CUtlMemoryIciEE9CopyArrayEPKci

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  size_t __size;
  void *pvVar2;
  
  *(undefined4 *)(this + 0xc) = 0;
  if (param_2 == 0) {
    return;
  }
  __size = *(size_t *)(this + 4);
  if ((int)__size < param_2) {
    iVar1 = *(int *)(this + 8);
    if (iVar1 < 0) goto LAB_001cadcf;
    if (iVar1 == 0) {
      if (__size == 0) {
        if (param_2 < 0x21) {
          __size = 0x20;
          goto LAB_001cae2f;
        }
        __size = 0x20;
      }
      do {
        __size = __size * 2;
      } while ((int)__size < param_2);
    }
    else {
      for (__size = ((param_2 + -1) / iVar1 + 1) * iVar1; (int)__size < param_2;
          __size = (int)(__size + param_2) / 2) {
      }
    }
LAB_001cae2f:
    *(size_t *)(this + 4) = __size;
    if (*(void **)this != (void *)0x0) {
      pvVar2 = realloc(*(void **)this,__size);
      iVar1 = *(int *)(this + 0xc);
      *(void **)this = pvVar2;
      *(void **)(this + 0x10) = pvVar2;
      *(int *)(this + 0xc) = param_2 + iVar1;
      if ((0 < param_2) && (0 < iVar1)) {
        _V_memmove((void *)((int)pvVar2 + param_2),pvVar2,iVar1);
      }
      goto LAB_001cadd7;
    }
    pvVar2 = malloc(__size);
    *(void **)this = pvVar2;
  }
  else {
LAB_001cadcf:
    pvVar2 = *(void **)this;
  }
  *(int *)(this + 0xc) = param_2;
  *(void **)(this + 0x10) = pvVar2;
LAB_001cadd7:
  if (param_2 < 1) {
    return;
  }
  iVar1 = 0;
  do {
    *(char *)(*(int *)this + iVar1) = param_1[iVar1];
    iVar1 = iVar1 + 1;
  } while (iVar1 != param_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)