L L4D2node

GCSDK::CMessageList::AssureBucket

0x00070cf0 · 154 bytes · __thiscall

_ZN5GCSDK12CMessageList12AssureBucketEi

Decompiled

undefined (2 params)

/* GCSDK::CMessageList::AssureBucket(int) */

void __thiscall GCSDK::CMessageList::AssureBucket(CMessageList *this,int param_1)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  int iVar4;
  int *piVar5;
  
  iVar4 = *(int *)(this + 0xc);
  if (iVar4 <= param_1) {
    iVar1 = param_1 + 7;
    CUtlVector<short*,CUtlMemory<short*,int>>::EnsureCount
              ((CUtlVector<short*,CUtlMemory<short*,int>> *)this,iVar1);
    if (iVar4 < iVar1) {
      iVar2 = iVar4 * 4;
      do {
        iVar4 = iVar4 + 1;
        *(undefined4 *)(*(int *)this + iVar2) = 0;
        iVar2 = iVar2 + 4;
      } while (iVar4 != iVar1);
    }
  }
  piVar5 = (int *)(*(int *)this + param_1 * 4);
  if (*piVar5 == 0) {
    pvVar3 = malloc(0x20);
    *piVar5 = (int)pvVar3;
    iVar4 = 0;
    do {
      *(undefined2 *)(*(int *)(*(int *)this + param_1 * 4) + iVar4) = 0xffff;
      iVar4 = iVar4 + 2;
    } while (iVar4 != 0x20);
    return;
  }
  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)