L L4D2node

CUtlVector<GCSDK::FKColumnRelation_t,CUtlMemory<GCSDK::FKColumnRelation_t,int>>::CopyArray

0x000971b0 · 281 bytes · __thiscall

_ZN10CUtlVectorIN5GCSDK18FKColumnRelation_tE10CUtlMemoryIS1_iEE9CopyArrayEPKS1_i

Decompiled

undefined (3 params)

/* CUtlVector<GCSDK::FKColumnRelation_t, CUtlMemory<GCSDK::FKColumnRelation_t, int>
   >::CopyArray(GCSDK::FKColumnRelation_t const*, int) */

void __thiscall
CUtlVector<GCSDK::FKColumnRelation_t,CUtlMemory<GCSDK::FKColumnRelation_t,int>>::CopyArray
          (CUtlVector<GCSDK::FKColumnRelation_t,CUtlMemory<GCSDK::FKColumnRelation_t,int>> *this,
          FKColumnRelation_t *param_1,int param_2)

{
  void *pvVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  FKColumnRelation_t *pFVar5;
  undefined4 *puVar6;
  byte bVar7;
  
  bVar7 = 0;
  *(undefined4 *)(this + 0xc) = 0;
  if (param_2 != 0) {
    GrowVector(this,param_2);
    if (*(int *)(this + 0xc) - param_2 < 1) {
      if (0 < param_2) {
LAB_00097201:
        iVar2 = *(int *)this;
        iVar4 = 0;
        do {
          pvVar1 = (void *)(iVar4 * 0x102 + iVar2);
          if (pvVar1 != (void *)0x0) {
            _V_memset(pvVar1,0,0x81);
            _V_memset((void *)((int)pvVar1 + 0x81),0,0x81);
            iVar2 = *(int *)this;
          }
          iVar4 = iVar4 + 1;
        } while (iVar4 < param_2);
        iVar4 = 0;
        iVar3 = 0;
        while( true ) {
          puVar6 = (undefined4 *)(iVar2 + iVar4);
          iVar3 = iVar3 + 1;
          pFVar5 = param_1 + iVar4;
          iVar4 = iVar4 + 0x102;
          for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
            *puVar6 = *(undefined4 *)pFVar5;
            pFVar5 = pFVar5 + (uint)bVar7 * -8 + 4;
            puVar6 = puVar6 + (uint)bVar7 * -2 + 1;
          }
          *(undefined2 *)puVar6 = *(undefined2 *)pFVar5;
          if (param_2 <= iVar3) break;
          iVar2 = *(int *)this;
        }
        return;
      }
    }
    else if (0 < param_2) {
      _V_memmove((void *)((int)*(void **)this + param_2 * 0x102),*(void **)this,
                 (*(int *)(this + 0xc) - param_2) * 0x102);
      goto LAB_00097201;
    }
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)