L L4D2node

CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::AddVectorToTail

0x003eb430 · 125 bytes · __thiscall

_ZN10CUtlVectorIP16CBaseAchievement10CUtlMemoryIS1_iEE15AddVectorToTailERKS4_

Decompiled

undefined (2 params)

/* CUtlVector<CBaseAchievement*, CUtlMemory<CBaseAchievement*, int>
   >::AddVectorToTail(CUtlVector<CBaseAchievement*, CUtlMemory<CBaseAchievement*, int> > const&) */

int __thiscall
CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>>::AddVectorToTail
          (CUtlVector<CBaseAchievement*,CUtlMemory<CBaseAchievement*,int>> *this,CUtlVector *param_1
          )

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar4 = *(int *)(param_1 + 0xc);
  iVar2 = *(int *)(this + 0xc);
  if (iVar4 != 0) {
    GrowVector(this,iVar4);
    ShiftElementsRight(this,iVar2,iVar4);
    if (0 < *(int *)(param_1 + 0xc)) {
      iVar4 = iVar2 * 4;
      iVar3 = 0;
      do {
        iVar1 = iVar3 * 4;
        iVar3 = iVar3 + 1;
        *(undefined4 *)(*(int *)this + iVar4) = *(undefined4 *)(*(int *)param_1 + iVar1);
        iVar4 = iVar4 + 4;
      } while (iVar3 < *(int *)(param_1 + 0xc));
      return iVar2;
    }
  }
  return iVar2;
}

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)