CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::SetCount
0x000951f0 · 182 bytes · __thiscall
_ZN10CUtlVectorIN5GCSDK10FieldSet_tE10CUtlMemoryIS1_iEE8SetCountEi
Decompiled
undefined (2 params)
/* CUtlVector<GCSDK::FieldSet_t, CUtlMemory<GCSDK::FieldSet_t, int> >::SetCount(int) */
void __thiscall
CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::SetCount
(CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>> *this,int param_1)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
RemoveAll(this);
iVar3 = *(int *)(this + 0xc);
if (param_1 != 0) {
GrowVector(this,param_1);
ShiftElementsRight(this,iVar3,param_1);
if (0 < param_1) {
iVar3 = iVar3 * 0xb0;
iVar2 = 0;
do {
puVar1 = (undefined4 *)(iVar3 + *(int *)this);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = 0;
puVar1[1] = 0;
puVar1[2] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1[5] = 0;
puVar1[6] = 0;
puVar1[7] = 0;
puVar1[8] = 0;
puVar1[9] = 0;
}
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0xb0;
} while (iVar2 != param_1);
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.