L L4D2node

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 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)