L L4D2node

CUtlVector<int,CUtlMemory<int,int>>::EnsureCount

0x00062f10 · 232 bytes · __thiscall

_ZN10CUtlVectorIi10CUtlMemoryIiiEE11EnsureCountEi

Decompiled

undefined (2 params)

/* CUtlVector<int, CUtlMemory<int, int> >::EnsureCount(int) */

void __thiscall
CUtlVector<int,CUtlMemory<int,int>>::EnsureCount
          (CUtlVector<int,CUtlMemory<int,int>> *this,int param_1)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  iVar1 = *(int *)(this + 0xc);
  if (param_1 <= iVar1) {
    return;
  }
  iVar4 = param_1 - iVar1;
  if (iVar4 == 0) {
    return;
  }
  iVar6 = *(int *)(this + 4);
  iVar5 = iVar1;
  if (iVar6 < param_1) {
    iVar2 = *(int *)(this + 8);
    if (-1 < iVar2) {
      if (iVar2 == 0) {
        if (iVar6 == 0) {
          if (param_1 < 9) {
            iVar6 = 8;
            goto LAB_00062f9f;
          }
          iVar6 = 8;
        }
        do {
          iVar6 = iVar6 * 2;
        } while (iVar6 < param_1);
      }
      else {
        for (iVar6 = ((param_1 + -1) / iVar2 + 1) * iVar2; iVar6 < param_1;
            iVar6 = (iVar6 + param_1) / 2) {
        }
      }
LAB_00062f9f:
      *(int *)(this + 4) = iVar6;
      if (*(void **)this == (void *)0x0) {
        pvVar3 = malloc(iVar6 << 2);
        *(void **)this = pvVar3;
      }
      else {
        pvVar3 = realloc(*(void **)this,iVar6 << 2);
        *(void **)this = pvVar3;
        iVar5 = *(int *)(this + 0xc);
      }
      goto LAB_00062f41;
    }
  }
  pvVar3 = *(void **)this;
LAB_00062f41:
  *(void **)(this + 0x10) = pvVar3;
  *(int *)(this + 0xc) = iVar5 + iVar4;
  iVar6 = ((iVar5 + iVar4) - iVar1) - iVar4;
  if ((0 < iVar6) && (0 < iVar4)) {
    _V_memmove((void *)((int)pvVar3 + param_1 * 4),(void *)((int)pvVar3 + iVar1 * 4),iVar6 * 4);
  }
  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)