L L4D2node

CUtlVectorInitialized<char_const*>::CUtlVectorInitialized

0x0043b320 · 45 bytes · __thiscall

_ZN21CUtlVectorInitializedIPKcEC1EPS1_i

Decompiled

undefined (3 params)

/* CUtlVectorInitialized<char const*>::CUtlVectorInitialized(char const**, int) */

void __thiscall
CUtlVectorInitialized<char_const*>::CUtlVectorInitialized
          (CUtlVectorInitialized<char_const*> *this,char **param_1,int param_2)

{
  *(int *)(this + 4) = param_2;
  *(char ***)this = param_1;
  *(undefined4 *)(this + 8) = 0xffffffff;
  *(undefined4 *)(this + 0xc) = 0;
  *(char ***)(this + 0x10) = param_1;
  if (param_2 == 0) {
    return;
  }
  *(int *)(this + 0xc) = param_2;
  return;
}

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)