CUtlVector<GCSDK::CJobMgr::JobSleeping_t,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>::InsertBefore
0x00063a30 · 263 bytes · __thiscall
_ZN10CUtlVectorIN5GCSDK7CJobMgr13JobSleeping_tE10CUtlMemoryIS2_iEE12InsertBeforeEi
Decompiled
undefined (2 params)
/* CUtlVector<GCSDK::CJobMgr::JobSleeping_t, CUtlMemory<GCSDK::CJobMgr::JobSleeping_t, int>
>::InsertBefore(int) */
int __thiscall
CUtlVector<GCSDK::CJobMgr::JobSleeping_t,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>::
InsertBefore(CUtlVector<GCSDK::CJobMgr::JobSleeping_t,CUtlMemory<GCSDK::CJobMgr::JobSleeping_t,int>>
*this,int param_1)
{
int iVar1;
int iVar2;
int iVar3;
void *pvVar4;
iVar3 = *(int *)(this + 4);
iVar2 = *(int *)(this + 0xc) + 1;
if (iVar3 < iVar2) {
iVar1 = *(int *)(this + 8);
if (-1 < iVar1) {
if (iVar1 == 0) {
if (iVar3 == 0) {
if (iVar2 < 3) {
iVar1 = 2;
goto LAB_00063adf;
}
iVar3 = 2;
}
do {
iVar1 = iVar3 * 2;
if (iVar2 <= iVar1) break;
iVar1 = iVar3 * 4;
iVar3 = iVar1;
} while (iVar1 < iVar2);
}
else {
for (iVar1 = iVar1 * (*(int *)(this + 0xc) / iVar1 + 1); iVar1 < iVar2;
iVar1 = (iVar1 + iVar2) / 2) {
}
}
LAB_00063adf:
*(int *)(this + 4) = iVar1;
if (*(void **)this == (void *)0x0) {
pvVar4 = malloc(iVar1 * 0x18);
*(void **)this = pvVar4;
}
else {
pvVar4 = realloc(*(void **)this,iVar1 * 0x18);
*(void **)this = pvVar4;
iVar2 = *(int *)(this + 0xc) + 1;
}
goto LAB_00063a4e;
}
}
pvVar4 = *(void **)this;
LAB_00063a4e:
*(int *)(this + 0xc) = iVar2;
iVar2 = (iVar2 - param_1) + -1;
*(void **)(this + 0x10) = pvVar4;
iVar3 = param_1 * 0x18;
if (0 < iVar2) {
_V_memmove((void *)((int)pvVar4 + iVar3 + 0x18),(void *)((int)pvVar4 + iVar3),iVar2 * 0x18);
pvVar4 = *(void **)this;
}
pvVar4 = (void *)(iVar3 + (int)pvVar4);
if (pvVar4 != (void *)0x0) {
GCSDK::CJobTime::CJobTime((CJobTime *)((int)pvVar4 + 8));
GCSDK::CJobTime::CJobTime((CJobTime *)((int)pvVar4 + 0x10));
}
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.