CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::InsertBefore
0x003eb3e0 · 75 bytes · __thiscall
_ZN10CUtlVectorIP16CBaseAchievement10CUtlMemoryIS1_iEE12InsertBeforeEiRKS1_
Decompiled
undefined (3 params)
/* CUtlVector<CBaseAchievement*, CUtlMemory<CBaseAchievement*, int> >::InsertBefore(int,
CBaseAchievement* const&) */
int __thiscall
CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::InsertBefore
(CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>> *this,int param_1,
CBaseAchievement **param_2)
{
undefined4 *puVar1;
GrowVector(this,1);
ShiftElementsRight(this,param_1,1);
puVar1 = (undefined4 *)(*(int *)this + param_1 * 4);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = *param_2;
}
return param_1;
}
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.