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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.