CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::CopyArray
0x000952b0 · 325 bytes · __thiscall
_ZN10CUtlVectorIN5GCSDK10FieldSet_tE10CUtlMemoryIS1_iEE9CopyArrayEPKS1_i
Decompiled
undefined (3 params)
/* CUtlVector<GCSDK::FieldSet_t, CUtlMemory<GCSDK::FieldSet_t, int> >::CopyArray(GCSDK::FieldSet_t
const*, int) */
void __thiscall
CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>>::CopyArray
(CUtlVector<GCSDK::FieldSet_t,CUtlMemory<GCSDK::FieldSet_t,int>> *this,FieldSet_t *param_1
,int param_2)
{
int iVar1;
int iVar2;
CUtlVector<int,CUtlMemory<int,int>> *this_00;
FieldSet_t *pFVar3;
int local_20;
SetCount(this,param_2);
local_20 = 0;
pFVar3 = param_1 + 0x30;
if (0 < param_2) {
do {
iVar1 = *(int *)(pFVar3 + -0x24);
this_00 = (CUtlVector<int,CUtlMemory<int,int>> *)
(pFVar3 + *(int *)this + (-0x30 - (int)param_1));
*(undefined4 *)(this_00 + 0xc) = 0;
if (iVar1 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00,iVar1);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00,0,iVar1);
if (0 < iVar1) {
iVar2 = 0;
do {
*(undefined4 *)(*(int *)this_00 + iVar2 * 4) =
*(undefined4 *)(*(int *)(pFVar3 + -0x30) + iVar2 * 4);
iVar2 = iVar2 + 1;
} while (iVar2 != iVar1);
}
}
iVar1 = *(int *)(pFVar3 + -0x10);
*(undefined4 *)(this_00 + 0x20) = 0;
if (iVar1 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector(this_00 + 0x14,iVar1);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight(this_00 + 0x14,0,iVar1);
if (0 < iVar1) {
iVar2 = 0;
do {
*(undefined4 *)(*(int *)(this_00 + 0x14) + iVar2 * 4) =
*(undefined4 *)(*(int *)(pFVar3 + -0x1c) + iVar2 * 4);
iVar2 = iVar2 + 1;
} while (iVar2 != iVar1);
}
}
this_00[0x28] = *(CUtlVector<int,CUtlMemory<int,int>> *)(pFVar3 + -8);
this_00[0x29] = *(CUtlVector<int,CUtlMemory<int,int>> *)(pFVar3 + -7);
*(undefined4 *)(this_00 + 0x2c) = *(undefined4 *)(pFVar3 + -4);
V_strncpy((char *)(this_00 + 0x30),(char *)pFVar3,0x80);
local_20 = local_20 + 1;
pFVar3 = pFVar3 + 0xb0;
} while (local_20 != param_2);
}
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.