CUtlVector<CBasePublishedFileRequest*,CUtlMemory<CBasePublishedFileRequest*,int>>::ShiftElementsLeft
0x0021e350 · 60 bytes · __thiscall
_ZN10CUtlVectorIP25CBasePublishedFileRequest10CUtlMemoryIS1_iEE17ShiftElementsLeftEii
Decompiled
undefined (3 params)
/* CUtlVector<CBasePublishedFileRequest*, CUtlMemory<CBasePublishedFileRequest*, int>
>::ShiftElementsLeft(int, int) */
void __thiscall
CUtlVector<CBasePublishedFileRequest*,CUtlMemory<CBasePublishedFileRequest*,int>>::ShiftElementsLeft
(CUtlVector<CBasePublishedFileRequest*,CUtlMemory<CBasePublishedFileRequest*,int>> *this,
int param_1,int param_2)
{
int iVar1;
iVar1 = (*(int *)(this + 0xc) - param_1) - param_2;
if ((0 < iVar1) && (0 < param_2)) {
_V_memmove((void *)(*(int *)this + param_1 * 4),(void *)(*(int *)this + (param_2 + param_1) * 4)
,iVar1 * 4);
return;
}
return;
}
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.