CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>::InsertBefore
0x001d5b90 · 462 bytes · __thiscall
_ZN14CUtlLinkedListIN11COverlayMgr17RenderQueueHead_tEtLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE12InsertBeforeEt
Decompiled
undefined (2 params)
/* CUtlLinkedList<COverlayMgr::RenderQueueHead_t, unsigned short, false, unsigned short,
CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t, unsigned short>, unsigned short>
>::InsertBefore(unsigned short) */
uint __thiscall
CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
::InsertBefore(CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
*this,ushort param_1)
{
ushort uVar1;
int iVar2;
uint uVar3;
uint uVar4;
uint uVar5;
undefined2 uVar6;
uint uVar7;
int iVar8;
uint uVar9;
uVar1 = *(ushort *)(this + 0x10);
uVar7 = (uint)uVar1;
uVar5 = uVar7;
if (uVar1 == 0xffff) {
iVar2 = *(int *)(this + 4);
if ((int)(uint)*(ushort *)(this + 0x16) < iVar2) {
uVar4 = *(ushort *)(this + 0x16) + 1;
uVar3 = 0xffff;
uVar9 = uVar4 & 0xffff;
if ((int)uVar9 < iVar2) {
uVar3 = uVar9;
uVar5 = uVar4;
}
}
else {
uVar3 = 0;
if (iVar2 < 1) {
uVar3 = 0xffff;
}
uVar5 = (0 < iVar2) - 1;
}
if (iVar2 <= (int)uVar3) {
CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>
::Grow((CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>
*)this,1);
*(undefined4 *)(this + 0x18) = *(undefined4 *)this;
iVar2 = *(int *)(this + 4);
if ((int)(uint)*(ushort *)(this + 0x16) < iVar2) {
uVar9 = *(ushort *)(this + 0x16) + 1;
uVar4 = uVar9 & 0xffff;
uVar3 = 0xffff;
uVar5 = uVar7;
if ((int)uVar4 < iVar2) {
uVar3 = uVar4;
uVar5 = uVar9;
}
}
else {
uVar3 = 0;
if (iVar2 < 1) {
uVar3 = 0xffff;
}
uVar5 = (0 < iVar2) - 1;
}
if (iVar2 <= (int)uVar3) {
if (9 < AllocInternal(bool)::__executeCount) {
return 0xffffffff;
}
AllocInternal(bool)::__executeCount = AllocInternal(bool)::__executeCount + 1;
Warning("CUtlLinkedList overflow! (exhausted memory allocator)\n");
return 0xffffffff;
}
}
if ((short)uVar5 == -1) {
if (AllocInternal(bool)::__executeCount < 10) {
AllocInternal(bool)::__executeCount = AllocInternal(bool)::__executeCount + 1;
Warning("CUtlLinkedList overflow! (exhausted index range)\n");
}
return 0xffffffff;
}
uVar7 = uVar5 & 0xffff;
*(short *)(this + 0x16) = (short)uVar5;
*(short *)(this + 0x14) = *(short *)(this + 0x14) + 1;
iVar8 = uVar7 * 0x30;
iVar2 = *(int *)this + iVar8;
}
else {
uVar7 = (uint)uVar1;
iVar8 = uVar7 * 0x30;
iVar2 = *(int *)this + iVar8;
*(undefined2 *)(this + 0x10) = *(undefined2 *)(iVar2 + 0x2e);
}
uVar6 = (undefined2)uVar5;
*(undefined2 *)(iVar2 + 0x2e) = uVar6;
*(undefined2 *)(*(int *)this + 0x2c + iVar8) = uVar6;
Unlink(this,(ushort)uVar7);
iVar8 = iVar8 + *(int *)this;
*(ushort *)(iVar8 + 0x2e) = param_1;
if (param_1 == 0xffff) {
uVar1 = *(ushort *)(this + 0xe);
*(ushort *)(iVar8 + 0x2c) = uVar1;
*(undefined2 *)(this + 0xe) = uVar6;
}
else {
iVar2 = (uint)param_1 * 0x30 + *(int *)this;
uVar1 = *(ushort *)(iVar2 + 0x2c);
*(ushort *)(iVar8 + 0x2c) = uVar1;
*(undefined2 *)(iVar2 + 0x2c) = uVar6;
}
if (uVar1 == 0xffff) {
*(undefined2 *)(this + 0xc) = uVar6;
}
else {
*(undefined2 *)((uint)uVar1 * 0x30 + *(int *)this + 0x2e) = uVar6;
}
*(short *)(this + 0x12) = *(short *)(this + 0x12) + 1;
return uVar5;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.