L L4D2node

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 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)