L L4D2node

CUtlVector<CActivityRemap,CUtlMemory<CActivityRemap,int>>::AddVectorToTail

0x003f7a70 · 196 bytes · __thiscall

_ZN10CUtlVectorI14CActivityRemap10CUtlMemoryIS0_iEE15AddVectorToTailERKS3_

Decompiled

undefined (2 params)

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

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

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined4 *puVar6;
  
  iVar4 = *(int *)(param_1 + 0xc);
  iVar2 = *(int *)(this + 0xc);
  if (iVar4 != 0) {
    GrowVector(this,iVar4);
    ShiftElementsRight(this,iVar2,iVar4);
    if (0 < iVar4) {
      iVar5 = 0;
      iVar3 = iVar2 * 0xc;
      do {
        if (iVar3 + *(int *)this != 0) {
          *(undefined4 *)(iVar3 + *(int *)this + 8) = 0;
        }
        iVar5 = iVar5 + 1;
        iVar3 = iVar3 + 0xc;
      } while (iVar5 != iVar4);
    }
    if (0 < *(int *)(param_1 + 0xc)) {
      iVar3 = 0;
      iVar4 = 0;
      do {
        iVar3 = iVar3 + 1;
        iVar5 = *(int *)param_1;
        puVar6 = (undefined4 *)(iVar4 + *(int *)this + iVar2 * 0xc);
        *puVar6 = *(undefined4 *)(iVar5 + iVar4);
        puVar6[1] = *(undefined4 *)(iVar5 + 4 + iVar4);
        puVar1 = (undefined4 *)(iVar5 + 8 + iVar4);
        iVar4 = iVar4 + 0xc;
        puVar6[2] = *puVar1;
      } 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)