CUtlDict<CDecalEmitterSystem::DecalEntry,int>::Insert
0x00449650 · 175 bytes · __thiscall
_ZN8CUtlDictIN19CDecalEmitterSystem10DecalEntryEiE6InsertEPKcRKS1_
Decompiled
undefined (3 params)
/* CUtlDict<CDecalEmitterSystem::DecalEntry, int>::Insert(char const*,
CDecalEmitterSystem::DecalEntry const&) */
undefined4 __thiscall
CUtlDict<CDecalEmitterSystem::DecalEntry,int>::Insert
(CUtlDict<CDecalEmitterSystem::DecalEntry,int> *this,char *param_1,DecalEntry *param_2)
{
int iVar1;
undefined4 uVar2;
int iVar3;
char *local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
undefined4 local_20;
iVar3 = 0;
local_34 = strdup(param_1);
local_30 = 0;
iVar1 = *(int *)(param_2 + 0xc);
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = 0;
if (0 < iVar1) {
do {
/* try { // try from 004496bb to 004496d9 has its CatchHandler @ 00449705 */
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)&local_30,local_24,
(int *)(*(int *)param_2 + iVar3 * 4));
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
uVar2 = CUtlRBTree<CUtlMap<char_const*,CDecalEmitterSystem::DecalEntry,int>::Node_t,int,CUtlMap<char_const*,CDecalEmitterSystem::DecalEntry,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CDecalEmitterSystem::DecalEntry,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<char_const*,CDecalEmitterSystem::DecalEntry,int>::Node_t,int,CUtlMap<char_const*,CDecalEmitterSystem::DecalEntry,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CDecalEmitterSystem::DecalEntry,int>::Node_t,int>,int>>
*)this,(Node_t *)&local_34);
local_24 = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)&local_30);
local_20 = local_30;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)&local_30);
return uVar2;
}
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.