L L4D2node

CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::InsertBefore

0x0023ea10 · 81 bytes · __thiscall

_ZN10CUtlVectorIy10CUtlMemoryIyiEE12InsertBeforeEiRKy

Decompiled

undefined (3 params)

/* CUtlVector<unsigned long long, CUtlMemory<unsigned long long, int> >::InsertBefore(int, unsigned
   long long const&) */

int __thiscall
CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::InsertBefore
          (CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *this,int param_1,
          ulonglong *param_2)

{
  undefined4 *puVar1;
  ulonglong uVar2;
  
  GrowVector(this,1);
  ShiftElementsRight(this,param_1,1);
  puVar1 = (undefined4 *)(*(int *)this + param_1 * 8);
  if (puVar1 != (undefined4 *)0x0) {
    uVar2 = *param_2;
    puVar1[1] = *(undefined4 *)((int)param_2 + 4);
    *puVar1 = (int)uVar2;
  }
  return param_1;
}

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)