CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>::ShiftElementsRight
0x001cf690 · 76 bytes · __thiscall
_ZN10CUtlVectorIN15CWingedEdgeList12WingedEdge_tE10CUtlMemoryIS1_iEE18ShiftElementsRightEii
Decompiled
undefined (3 params)
/* CUtlVector<CWingedEdgeList::WingedEdge_t, CUtlMemory<CWingedEdgeList::WingedEdge_t, int>
>::ShiftElementsRight(int, int) */
void __thiscall
CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>::
ShiftElementsRight(CUtlVector<CWingedEdgeList::WingedEdge_t,CUtlMemory<CWingedEdgeList::WingedEdge_t,int>>
*this,int param_1,int param_2)
{
int iVar1;
iVar1 = (*(int *)(this + 0xc) - param_1) - param_2;
if ((0 < iVar1) && (0 < param_2)) {
_V_memmove((void *)((param_1 + param_2) * 0x30 + *(int *)this),
(void *)(param_1 * 0x30 + *(int *)this),iVar1 * 0x30);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.