CUtlVector<CSocketCreator::AcceptedSocket_t,CUtlMemory<CSocketCreator::AcceptedSocket_t,int>>::InsertBefore
0x0028cb30 · 286 bytes · __thiscall
_ZN10CUtlVectorIN14CSocketCreator16AcceptedSocket_tE10CUtlMemoryIS1_iEE12InsertBeforeEi
Decompiled
undefined (2 params)
/* CUtlVector<CSocketCreator::AcceptedSocket_t, CUtlMemory<CSocketCreator::AcceptedSocket_t, int>
>::InsertBefore(int) */
int __thiscall
CUtlVector<CSocketCreator::AcceptedSocket_t,CUtlMemory<CSocketCreator::AcceptedSocket_t,int>>::
InsertBefore(CUtlVector<CSocketCreator::AcceptedSocket_t,CUtlMemory<CSocketCreator::AcceptedSocket_t,int>>
*this,int param_1)
{
int iVar1;
void *pvVar2;
int iVar3;
int iVar4;
netadr_s *this_00;
iVar4 = *(int *)(this + 4);
iVar3 = *(int *)(this + 0xc) + 1;
if (iVar4 < iVar3) {
iVar1 = *(int *)(this + 8);
if (-1 < iVar1) {
if (iVar1 == 0) {
if (iVar4 == 0) {
if (iVar3 < 3) {
iVar4 = 2;
goto LAB_0028cbee;
}
iVar4 = 2;
}
do {
iVar4 = iVar4 * 2;
} while (iVar4 < iVar3);
}
else {
for (iVar4 = iVar1 * (*(int *)(this + 0xc) / iVar1 + 1); iVar4 < iVar3;
iVar4 = (iVar4 + iVar3) / 2) {
}
}
LAB_0028cbee:
*(int *)(this + 4) = iVar4;
if (*(void **)this == (void *)0x0) {
pvVar2 = malloc(iVar4 * 0x14);
*(void **)this = pvVar2;
}
else {
pvVar2 = realloc(*(void **)this,iVar4 * 0x14);
*(void **)this = pvVar2;
iVar3 = *(int *)(this + 0xc) + 1;
}
goto LAB_0028cb4e;
}
}
pvVar2 = *(void **)this;
LAB_0028cb4e:
*(int *)(this + 0xc) = iVar3;
iVar3 = (iVar3 - param_1) + -1;
*(void **)(this + 0x10) = pvVar2;
iVar4 = param_1 * 0x14;
if (0 < iVar3) {
_V_memmove((void *)((int)pvVar2 + iVar4 + 0x14),(void *)((int)pvVar2 + iVar4),iVar3 * 0x14);
pvVar2 = *(void **)this;
}
if ((void *)(iVar4 + (int)pvVar2) != (void *)0x0) {
this_00 = (netadr_s *)(iVar4 + (int)pvVar2 + 4);
netadr_s::SetIP(this_00,0);
netadr_s::SetPort(this_00,0);
netadr_s::SetType(this_00,3);
}
return param_1;
}
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.