L L4D2node

CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>::Grow

0x00246b70 · 140 bytes · __thiscall

_ZN15CUtlFixedMemoryI19UtlLinkedListElem_tIN14CCommandBuffer9Command_tEiEE4GrowEi

Decompiled

undefined (2 params)

/* CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t, int> >::Grow(int) */

void __thiscall
CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>::Grow
          (CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>> *this,int param_1)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  
  if (0 < param_1) {
    if (*(int *)(this + 8) == 0) {
      iVar3 = *(int *)(this + 4);
      iVar5 = iVar3;
      if (iVar3 == 0) {
        iVar5 = 2;
      }
    }
    else {
      iVar3 = *(int *)(this + 4);
      iVar5 = *(int *)(this + 8);
    }
    if (iVar5 < param_1) {
      iVar5 = iVar5 * ((iVar5 + -1 + param_1) / iVar5);
    }
    *(int *)(this + 4) = iVar3 + iVar5;
    puVar2 = malloc(iVar5 * 0x14 + 8);
    if (puVar2 == (undefined4 *)0x0) {
      Error("CUtlFixedMemory overflow!\n");
    }
    *puVar2 = 0;
    puVar2[1] = iVar5;
    puVar1 = *(undefined4 **)this;
    if (*(undefined4 **)this == (undefined4 *)0x0) {
      *(undefined4 **)this = puVar2;
    }
    else {
      do {
        puVar4 = puVar1;
        puVar1 = (undefined4 *)*puVar4;
      } while (puVar1 != (undefined4 *)0x0);
      *puVar4 = puVar2;
    }
  }
  return;
}

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)