CUtlVector<CThreadSafeMemoryPool::BlockSet_t,CUtlMemory<CThreadSafeMemoryPool::BlockSet_t,int>>::InsertBefore
0x0008c360 · 237 bytes · __thiscall
_ZN10CUtlVectorIN21CThreadSafeMemoryPool10BlockSet_tE10CUtlMemoryIS1_iEE12InsertBeforeEiRKS1_
Decompiled
undefined (3 params)
/* CUtlVector<CThreadSafeMemoryPool::BlockSet_t, CUtlMemory<CThreadSafeMemoryPool::BlockSet_t, int>
>::InsertBefore(int, CThreadSafeMemoryPool::BlockSet_t const&) */
int __thiscall
CUtlVector<CThreadSafeMemoryPool::BlockSet_t,CUtlMemory<CThreadSafeMemoryPool::BlockSet_t,int>>::
InsertBefore(CUtlVector<CThreadSafeMemoryPool::BlockSet_t,CUtlMemory<CThreadSafeMemoryPool::BlockSet_t,int>>
*this,int param_1,BlockSet_t *param_2)
{
undefined4 uVar1;
int iVar2;
undefined4 *puVar3;
void *pvVar4;
int iVar5;
int iVar6;
iVar5 = *(int *)(this + 4);
iVar6 = *(int *)(this + 0xc) + 1;
if (iVar5 < iVar6) {
iVar2 = *(int *)(this + 8);
if (-1 < iVar2) {
if (iVar2 == 0) {
if (iVar5 == 0) {
if (iVar6 < 5) {
iVar5 = 4;
goto LAB_0008c3ee;
}
iVar5 = 4;
}
do {
iVar5 = iVar5 * 2;
} while (iVar5 < iVar6);
}
else {
for (iVar5 = iVar2 * (*(int *)(this + 0xc) / iVar2 + 1); iVar5 < iVar6;
iVar5 = (iVar5 + iVar6) / 2) {
}
}
LAB_0008c3ee:
*(int *)(this + 4) = iVar5;
if (*(void **)this == (void *)0x0) {
pvVar4 = malloc(iVar5 << 3);
*(void **)this = pvVar4;
}
else {
pvVar4 = realloc(*(void **)this,iVar5 << 3);
*(void **)this = pvVar4;
iVar6 = *(int *)(this + 0xc) + 1;
}
goto LAB_0008c37e;
}
}
pvVar4 = *(void **)this;
LAB_0008c37e:
*(int *)(this + 0xc) = iVar6;
iVar6 = (iVar6 - param_1) + -1;
*(void **)(this + 0x10) = pvVar4;
iVar5 = param_1 * 8;
if (0 < iVar6) {
_V_memmove((void *)((int)pvVar4 + iVar5 + 8),(void *)((int)pvVar4 + iVar5),iVar6 * 8);
pvVar4 = *(void **)this;
}
puVar3 = (undefined4 *)((int)pvVar4 + iVar5);
if (puVar3 != (undefined4 *)0x0) {
uVar1 = *(undefined4 *)(param_2 + 4);
*puVar3 = *(undefined4 *)param_2;
puVar3[1] = uVar1;
}
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.