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 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.