CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::InsertBefore
0x001d5580 · 170 bytes · __thiscall
_ZN10CUtlVectorI13overlayvert_t10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_
Decompiled
undefined (3 params)
/* CUtlVector<overlayvert_t, CUtlMemory<overlayvert_t, int> >::InsertBefore(int, overlayvert_t
const&) */
int __thiscall
CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>>::InsertBefore
(CUtlVector<overlayvert_t,CUtlMemory<overlayvert_t,int>> *this,int param_1,
overlayvert_t *param_2)
{
undefined4 uVar1;
undefined4 *puVar2;
GrowVector(this,1);
ShiftElementsRight(this,param_1,1);
puVar2 = (undefined4 *)(param_1 * 0x34 + *(int *)this);
if (puVar2 != (undefined4 *)0x0) {
*puVar2 = *(undefined4 *)param_2;
puVar2[1] = *(undefined4 *)(param_2 + 4);
puVar2[2] = *(undefined4 *)(param_2 + 8);
puVar2[3] = *(undefined4 *)(param_2 + 0xc);
puVar2[4] = *(undefined4 *)(param_2 + 0x10);
puVar2[5] = *(undefined4 *)(param_2 + 0x14);
puVar2[6] = *(undefined4 *)(param_2 + 0x18);
puVar2[7] = *(undefined4 *)(param_2 + 0x1c);
puVar2[8] = *(undefined4 *)(param_2 + 0x20);
puVar2[9] = *(undefined4 *)(param_2 + 0x24);
uVar1 = *(undefined4 *)(param_2 + 0x2c);
puVar2[10] = *(undefined4 *)(param_2 + 0x28);
puVar2[0xb] = uVar1;
puVar2[0xc] = *(undefined4 *)(param_2 + 0x30);
}
return param_1;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.