L L4D2node

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 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)