CUtlStack<float,CUtlMemory<float,int>>::Push
0x002706a0 · 78 bytes · __thiscall
_ZN9CUtlStackIf10CUtlMemoryIfiEE4PushERKf
Decompiled
undefined (2 params)
/* CUtlStack<float, CUtlMemory<float, int> >::Push(float const&) */
int __thiscall
CUtlStack<float,CUtlMemory<float,int>>::Push
(CUtlStack<float,CUtlMemory<float,int>> *this,float *param_1)
{
float *pfVar1;
int iVar2;
int iVar3;
iVar3 = *(int *)(this + 0xc);
if (*(int *)(this + 4) <= iVar3) {
CUtlMemory<float,int>::Grow((CUtlMemory<float,int> *)this,1);
iVar3 = *(int *)(this + 0xc);
}
iVar2 = iVar3 + 1;
*(int *)(this + 0xc) = iVar2;
pfVar1 = (float *)(*(int *)this + iVar3 * 4);
*(int *)(this + 0x10) = *(int *)this;
if (pfVar1 != (float *)0x0) {
*pfVar1 = *param_1;
iVar2 = *(int *)(this + 0xc);
}
return iVar2 + -1;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.