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 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.