CUtlVector<CStaticProp,CUtlMemory<CStaticProp,int>>::InsertBefore
0x001e8470 · 366 bytes · __thiscall
_ZN10CUtlVectorI11CStaticProp10CUtlMemoryIS0_iEE12InsertBeforeEi
Decompiled
undefined (2 params)
/* CUtlVector<CStaticProp, CUtlMemory<CStaticProp, int> >::InsertBefore(int) */
int __thiscall
CUtlVector<CStaticProp,CUtlMemory<CStaticProp,int>>::InsertBefore
(CUtlVector<CStaticProp,CUtlMemory<CStaticProp,int>> *this,int param_1)
{
undefined4 *puVar1;
void *pvVar2;
int iVar3;
int iVar4;
int iVar5;
iVar5 = *(int *)(this + 4);
iVar4 = *(int *)(this + 0xc) + 1;
if (iVar5 < iVar4) {
iVar3 = *(int *)(this + 8);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar5 == 0) {
if (iVar4 < 2) {
iVar3 = 1;
goto LAB_001e8587;
}
iVar5 = 1;
}
do {
iVar3 = iVar5 * 2;
if (iVar4 <= iVar3) break;
iVar3 = iVar5 * 4;
iVar5 = iVar3;
} while (iVar3 < iVar4);
}
else {
for (iVar3 = iVar3 * (*(int *)(this + 0xc) / iVar3 + 1); iVar3 < iVar4;
iVar3 = (iVar3 + iVar4) / 2) {
}
}
LAB_001e8587:
*(int *)(this + 4) = iVar3;
if (*(void **)this == (void *)0x0) {
pvVar2 = malloc(iVar3 * 0xd8);
*(void **)this = pvVar2;
}
else {
pvVar2 = realloc(*(void **)this,iVar3 * 0xd8);
*(void **)this = pvVar2;
iVar4 = *(int *)(this + 0xc) + 1;
}
goto LAB_001e8492;
}
}
pvVar2 = *(void **)this;
LAB_001e8492:
*(int *)(this + 0xc) = iVar4;
iVar4 = (iVar4 - param_1) + -1;
iVar5 = param_1 * 0xd8;
*(void **)(this + 0x10) = pvVar2;
if (0 < iVar4) {
_V_memmove((void *)((int)pvVar2 + iVar5 + 0xd8),(void *)((int)pvVar2 + iVar5),iVar4 * 0xd8);
pvVar2 = *(void **)this;
}
puVar1 = (undefined4 *)((int)pvVar2 + iVar5);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = &PTR__CStaticProp_002bf208;
puVar1[1] = &PTR_GetIClientUnknown_002bf340;
puVar1[2] = &PTR_GetEntityHandle_002bf3f8;
puVar1[3] = &DAT_002bf44c;
puVar1[10] = 0;
puVar1[0xc] = 0;
puVar1[0xd] = 0;
*(undefined1 *)(puVar1 + 0xe) = 0xff;
puVar1[0x12] = 0xffffffff;
*(undefined2 *)((int)puVar1 + 0x4e) = 0xffff;
*(undefined2 *)(puVar1 + 0xb) = 0xffff;
*(undefined2 *)(puVar1 + 0x13) = 0xffff;
puVar1[0x14] = 0;
puVar1[0x35] = CStaticProp::s_nDebugIndexCounter;
CStaticProp::s_nDebugIndexCounter = CStaticProp::s_nDebugIndexCounter + 1;
*(undefined2 *)((int)puVar1 + 0x2e) = 0xffff;
}
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.