CUtlVector<CActivityRemap,CUtlMemory<CActivityRemap,int>>::InsertBefore
0x003f7a10 · 92 bytes · __thiscall
_ZN10CUtlVectorI14CActivityRemap10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_
Decompiled
undefined (3 params)
/* CUtlVector<CActivityRemap, CUtlMemory<CActivityRemap, int> >::InsertBefore(int, CActivityRemap
const&) */
int __thiscall
CUtlVector<CActivityRemap,CUtlMemory<CActivityRemap,int>>::InsertBefore
(CUtlVector<CActivityRemap,CUtlMemory<CActivityRemap,int>> *this,int param_1,
CActivityRemap *param_2)
{
undefined4 *puVar1;
GrowVector(this,1);
ShiftElementsRight(this,param_1,1);
puVar1 = (undefined4 *)(*(int *)this + param_1 * 0xc);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = *(undefined4 *)param_2;
puVar1[1] = *(undefined4 *)(param_2 + 4);
puVar1[2] = *(undefined4 *)(param_2 + 8);
}
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.