CUtlVector<int,CUtlMemory<int,int>>::CopyArray
0x00092490 · 108 bytes · __thiscall
_ZN10CUtlVectorIi10CUtlMemoryIiiEE9CopyArrayEPKii
Decompiled
undefined (3 params)
/* CUtlVector<int, CUtlMemory<int, int> >::CopyArray(int const*, int) */
void __thiscall
CUtlVector<int,CUtlMemory<int,int>>::CopyArray
(CUtlVector<int,CUtlMemory<int,int>> *this,int *param_1,int param_2)
{
int iVar1;
*(undefined4 *)(this + 0xc) = 0;
if (param_2 != 0) {
GrowVector(this,param_2);
ShiftElementsRight(this,0,param_2);
if (0 < param_2) {
iVar1 = 0;
do {
*(undefined4 *)(*(int *)this + iVar1) = *(undefined4 *)((int)param_1 + iVar1);
iVar1 = iVar1 + 4;
} while (iVar1 != param_2 << 2);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.