L L4D2node

CUtlLinkedList<float,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<float,unsigned_short>,unsigned_short>>::InsertBefore

0x0020ce80 · 484 bytes · __thiscall

_ZN14CUtlLinkedListIftLb0Et10CUtlMemoryI19UtlLinkedListElem_tIftEtEE12InsertBeforeEtRKf

Decompiled

undefined (3 params)

/* CUtlLinkedList<float, unsigned short, false, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<float, unsigned short>, unsigned short> >::InsertBefore(unsigned
   short, float const&) */

uint __thiscall
CUtlLinkedList<float,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<float,unsigned_short>,unsigned_short>>
::InsertBefore(CUtlLinkedList<float,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<float,unsigned_short>,unsigned_short>>
               *this,ushort param_1,float *param_2)

{
  int iVar1;
  ushort uVar2;
  int iVar3;
  uint uVar4;
  uint uVar5;
  uint uVar6;
  undefined2 uVar7;
  uint uVar8;
  int iVar9;
  uint uVar10;
  
  uVar2 = *(ushort *)(this + 0x10);
  uVar8 = (uint)uVar2;
  uVar6 = uVar8;
  if (uVar2 == 0xffff) {
    iVar9 = *(int *)(this + 4);
    if ((int)(uint)*(ushort *)(this + 0x16) < iVar9) {
      uVar5 = *(ushort *)(this + 0x16) + 1;
      uVar4 = 0xffff;
      uVar10 = uVar5 & 0xffff;
      if ((int)uVar10 < iVar9) {
        uVar4 = uVar10;
        uVar6 = uVar5;
      }
    }
    else {
      uVar4 = 0;
      if (iVar9 < 1) {
        uVar4 = 0xffff;
      }
      uVar6 = (0 < iVar9) - 1;
    }
    if (iVar9 <= (int)uVar4) {
      CUtlMemory<UtlLinkedListElem_t<float,unsigned_short>,unsigned_short>::Grow
                ((CUtlMemory<UtlLinkedListElem_t<float,unsigned_short>,unsigned_short> *)this,1);
      *(undefined4 *)(this + 0x18) = *(undefined4 *)this;
      iVar9 = *(int *)(this + 4);
      if ((int)(uint)*(ushort *)(this + 0x16) < iVar9) {
        uVar10 = *(ushort *)(this + 0x16) + 1;
        uVar5 = uVar10 & 0xffff;
        uVar4 = 0xffff;
        uVar6 = uVar8;
        if ((int)uVar5 < iVar9) {
          uVar4 = uVar5;
          uVar6 = uVar10;
        }
      }
      else {
        uVar4 = 0;
        if (iVar9 < 1) {
          uVar4 = 0xffff;
        }
        uVar6 = (0 < iVar9) - 1;
      }
      if (iVar9 <= (int)uVar4) {
        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)uVar6 == -1) {
      if (AllocInternal(bool)::__executeCount < 10) {
        AllocInternal(bool)::__executeCount = AllocInternal(bool)::__executeCount + 1;
        Warning("CUtlLinkedList overflow! (exhausted index range)\n");
      }
      return 0xffffffff;
    }
    uVar8 = uVar6 & 0xffff;
    *(short *)(this + 0x16) = (short)uVar6;
    *(short *)(this + 0x14) = *(short *)(this + 0x14) + 1;
    iVar9 = uVar8 * 8;
    iVar3 = *(int *)this + iVar9;
  }
  else {
    uVar8 = (uint)uVar2;
    iVar9 = uVar8 * 8;
    iVar3 = *(int *)this + iVar9;
    *(undefined2 *)(this + 0x10) = *(undefined2 *)(iVar3 + 6);
  }
  uVar7 = (undefined2)uVar6;
  *(undefined2 *)(iVar3 + 6) = uVar7;
  *(undefined2 *)(*(int *)this + 4 + iVar9) = uVar7;
  Unlink(this,(ushort)uVar8);
  iVar3 = *(int *)this + iVar9;
  *(ushort *)(iVar3 + 6) = param_1;
  if (param_1 == 0xffff) {
    uVar2 = *(ushort *)(this + 0xe);
    *(ushort *)(iVar3 + 4) = uVar2;
    *(undefined2 *)(this + 0xe) = uVar7;
  }
  else {
    iVar1 = *(int *)this + (uint)param_1 * 8;
    uVar2 = *(ushort *)(iVar1 + 4);
    *(ushort *)(iVar3 + 4) = uVar2;
    *(undefined2 *)(iVar1 + 4) = uVar7;
  }
  if (uVar2 == 0xffff) {
    *(undefined2 *)(this + 0xc) = uVar7;
  }
  else {
    *(undefined2 *)(*(int *)this + 6 + (uint)uVar2 * 8) = uVar7;
  }
  *(short *)(this + 0x12) = *(short *)(this + 0x12) + 1;
  if ((float *)(iVar9 + *(int *)this) != (float *)0x0) {
    *(float *)(iVar9 + *(int *)this) = *param_2;
  }
  return uVar6;
}

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)