CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>::LinkBefore
0x00246b00 · 93 bytes · __thiscall
_ZN14CUtlLinkedListIN14CCommandBuffer9Command_tEiLb1Ei15CUtlFixedMemoryI19UtlLinkedListElem_tIS1_iEEE10LinkBeforeEii
Decompiled
undefined (3 params)
/* CUtlLinkedList<CCommandBuffer::Command_t, int, true, int,
CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t, int> > >::LinkBefore(int, int) */
void __thiscall
CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
::LinkBefore(CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
*this,int param_1,int param_2)
{
int iVar1;
Unlink(this,param_2);
*(int *)(param_2 + 0x10) = param_1;
if (param_1 == 0) {
iVar1 = *(int *)(this + 0x10);
*(int *)(param_2 + 0xc) = iVar1;
*(int *)(this + 0x10) = param_2;
}
else {
iVar1 = *(int *)(param_1 + 0xc);
*(int *)(param_2 + 0xc) = iVar1;
*(int *)(param_1 + 0xc) = param_2;
}
if (iVar1 != 0) {
*(int *)(iVar1 + 0x10) = param_2;
*(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
return;
}
*(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
*(int *)(this + 0xc) = param_2;
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.