L L4D2node

CUtlVector<moverlayfragment_t*,CUtlMemory<moverlayfragment_t*,int>>::InsertBefore

0x001d5400 · 75 bytes · __thiscall

_ZN10CUtlVectorIP18moverlayfragment_t10CUtlMemoryIS1_iEE12InsertBeforeEiRKS1_

Decompiled

undefined (3 params)

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

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

{
  undefined4 *puVar1;
  
  GrowVector(this,1);
  ShiftElementsRight(this,param_1,1);
  puVar1 = (undefined4 *)(*(int *)this + param_1 * 4);
  if (puVar1 != (undefined4 *)0x0) {
    *puVar1 = *param_2;
  }
  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)