L L4D2node

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

0x001d5630 · 389 bytes · __thiscall

_ZN10CUtlVectorI13overlayvert_t10CUtlMemoryIS0_iEE9CopyArrayEPKS0_i

Decompiled

undefined (3 params)

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

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

{
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  overlayvert_t *poVar4;
  undefined4 *puVar5;
  int iVar6;
  
  *(undefined4 *)(this + 0xc) = 0;
  if (param_2 != 0) {
    GrowVector(this,param_2);
    ShiftElementsRight(this,0,param_2);
    if (0 < param_2) {
      iVar3 = 0;
      iVar6 = 0;
      iVar2 = *(int *)this;
      do {
        puVar5 = (undefined4 *)(iVar2 + iVar3);
        if (puVar5 != (undefined4 *)0x0) {
          *puVar5 = 0;
          puVar5[1] = 0;
          puVar5[2] = 0;
          puVar5[3] = 0;
          puVar5[4] = 0;
          puVar5[5] = 0;
          puVar5[6] = 0;
          puVar5[7] = 0;
          puVar5[8] = 0;
          puVar5[9] = 0;
          puVar5[0xb] = 0;
          puVar5[10] = 0;
          puVar5[0xc] = 0xffffffff;
          iVar2 = *(int *)this;
        }
        iVar6 = iVar6 + 1;
        iVar3 = iVar3 + 0x34;
      } while (iVar6 != param_2);
      iVar3 = 0;
      poVar4 = param_1;
      while( true ) {
        puVar5 = (undefined4 *)(iVar2 + iVar3);
        *puVar5 = *(undefined4 *)poVar4;
        puVar5[1] = *(undefined4 *)(poVar4 + 4);
        puVar5[2] = *(undefined4 *)(poVar4 + 8);
        puVar5[3] = *(undefined4 *)(param_1 + iVar3 + 0xc);
        puVar5[4] = *(undefined4 *)(param_1 + iVar3 + 0x10);
        puVar5[5] = *(undefined4 *)(param_1 + iVar3 + 0x14);
        puVar5[6] = *(undefined4 *)(param_1 + iVar3 + 0x18);
        puVar5[7] = *(undefined4 *)(param_1 + iVar3 + 0x1c);
        puVar5[8] = *(undefined4 *)(param_1 + iVar3 + 0x20);
        iVar2 = iVar3 + 0x24;
        iVar3 = iVar3 + 0x34;
        puVar5[9] = *(undefined4 *)(param_1 + iVar2);
        uVar1 = *(undefined4 *)(poVar4 + 0x28);
        puVar5[0xb] = *(undefined4 *)(poVar4 + 0x2c);
        puVar5[10] = uVar1;
        puVar5[0xc] = *(undefined4 *)(poVar4 + 0x30);
        if (iVar3 == iVar6 * 0x34) break;
        iVar2 = *(int *)this;
        poVar4 = poVar4 + 0x34;
      }
      return;
    }
  }
  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)