L L4D2node

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 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)