L L4D2node

CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::InsertBefore

0x0008ff70 · 576 bytes · __thiscall

_ZN10CUtlVectorIN5GCSDK10FieldSet_tE10CUtlMemoryIS1_iEE12InsertBeforeEiRKS1_

Decompiled

undefined (3 params)

/* CUtlVector<GCSDK::FieldSet_t, CUtlMemory<GCSDK::FieldSet_t, int> >::InsertBefore(int,
   GCSDK::FieldSet_t const&) */

int __thiscall
CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::InsertBefore
          (CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>> *this,int param_1,
          FieldSet_t *param_2)

{
  void *pvVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  CUtlVector<int,CUtlMemory<int,int>> *this_00;
  
  iVar4 = *(int *)(this + 4);
  iVar3 = *(int *)(this + 0xc) + 1;
  if (iVar4 < iVar3) {
    iVar2 = *(int *)(this + 8);
    if (iVar2 < 0) goto LAB_0008ff90;
    if (iVar2 == 0) {
      if (iVar4 == 0) {
        if (iVar3 < 2) {
          iVar2 = 1;
          goto LAB_000900af;
        }
        iVar4 = 1;
      }
      do {
        iVar2 = iVar4 * 2;
        if (iVar3 <= iVar2) break;
        iVar2 = iVar4 * 4;
        iVar4 = iVar2;
      } while (iVar2 < iVar3);
    }
    else {
      for (iVar2 = iVar2 * (*(int *)(this + 0xc) / iVar2 + 1); iVar2 < iVar3;
          iVar2 = (iVar2 + iVar3) / 2) {
      }
    }
LAB_000900af:
    *(int *)(this + 4) = iVar2;
    if (*(void **)this == (void *)0x0) {
      pvVar1 = malloc(iVar2 * 0xb0);
      *(void **)this = pvVar1;
    }
    else {
      pvVar1 = realloc(*(void **)this,iVar2 * 0xb0);
      *(void **)this = pvVar1;
      iVar3 = *(int *)(this + 0xc) + 1;
    }
  }
  else {
LAB_0008ff90:
    pvVar1 = *(void **)this;
  }
  *(int *)(this + 0xc) = iVar3;
  *(void **)(this + 0x10) = pvVar1;
  iVar3 = (iVar3 - param_1) + -1;
  iVar4 = param_1 * 0xb0;
  if (0 < iVar3) {
    _V_memmove((void *)((int)pvVar1 + iVar4 + 0xb0),(void *)((int)pvVar1 + iVar4),iVar3 * 0xb0);
    pvVar1 = *(void **)this;
  }
  this_00 = (CUtlVector<int,CUtlMemory<int,int>> *)(iVar4 + (int)pvVar1);
  if (this_00 == (CUtlVector<int,CUtlMemory<int,int>> *)0x0) {
    return param_1;
  }
  *(undefined4 *)this_00 = 0;
  *(undefined4 *)(this_00 + 4) = 0;
  *(undefined4 *)(this_00 + 8) = 0;
  *(undefined4 *)(this_00 + 0xc) = 0;
  *(undefined4 *)(this_00 + 0x10) = 0;
  *(undefined4 *)(this_00 + 0x14) = 0;
  *(undefined4 *)(this_00 + 0x18) = 0;
  *(undefined4 *)(this_00 + 0x1c) = 0;
  *(undefined4 *)(this_00 + 0x20) = 0;
  *(undefined4 *)(this_00 + 0x24) = 0;
  iVar3 = *(int *)(param_2 + 0xc);
  if (iVar3 != 0) {
    CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00,iVar3);
    CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00,0,iVar3);
    if (0 < iVar3) {
      iVar4 = 0;
      do {
        *(undefined4 *)(*(int *)this_00 + iVar4 * 4) = *(undefined4 *)(*(int *)param_2 + iVar4 * 4);
        iVar4 = iVar4 + 1;
      } while (iVar4 != iVar3);
      iVar3 = *(int *)(param_2 + 0x20);
      *(undefined4 *)(this_00 + 0x20) = 0;
      goto joined_r0x0009012d;
    }
  }
  iVar3 = *(int *)(param_2 + 0x20);
  *(undefined4 *)(this_00 + 0x20) = 0;
joined_r0x0009012d:
  if (iVar3 != 0) {
    CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00 + 0x14,iVar3);
    CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00 + 0x14,0,iVar3);
    if (0 < iVar3) {
      iVar4 = 0;
      do {
        *(undefined4 *)(*(int *)(this_00 + 0x14) + iVar4 * 4) =
             *(undefined4 *)(*(int *)(param_2 + 0x14) + iVar4 * 4);
        iVar4 = iVar4 + 1;
      } while (iVar4 != iVar3);
    }
  }
  this_00[0x28] = *(CUtlVector<int,CUtlMemory<int,int>> *)(param_2 + 0x28);
  this_00[0x29] = *(CUtlVector<int,CUtlMemory<int,int>> *)(param_2 + 0x29);
  *(undefined4 *)(this_00 + 0x2c) = *(undefined4 *)(param_2 + 0x2c);
                    /* try { // try from 00090066 to 00090158 has its CatchHandler @ 000901bf */
  V_strncpy((char *)(this_00 + 0x30),(char *)(param_2 + 0x30),0x80);
  return param_1;
}

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)