CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>::InsertBefore
0x00470670 · 253 bytes · __thiscall
_ZN10CUtlVectorI22VoiceCommandMenuItem_t10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_
Decompiled
undefined (3 params)
/* CUtlVector<VoiceCommandMenuItem_t, CUtlMemory<VoiceCommandMenuItem_t, int> >::InsertBefore(int,
VoiceCommandMenuItem_t const&) */
int __thiscall
CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>::InsertBefore
(CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>> *this,
int param_1,VoiceCommandMenuItem_t *param_2)
{
void *pvVar1;
int iVar2;
int iVar3;
int iVar4;
undefined4 *puVar5;
byte bVar6;
bVar6 = 0;
iVar4 = *(int *)(this + 4);
iVar2 = *(int *)(this + 0xc) + 1;
if (iVar4 < iVar2) {
iVar3 = *(int *)(this + 8);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar4 == 0) {
if (iVar2 < 2) {
iVar3 = 1;
goto LAB_0047070f;
}
iVar4 = 1;
}
do {
iVar3 = iVar4 * 2;
if (iVar2 <= iVar3) break;
iVar3 = iVar4 * 4;
iVar4 = iVar3;
} while (iVar3 < iVar2);
}
else {
for (iVar3 = iVar3 * (*(int *)(this + 0xc) / iVar3 + 1); iVar3 < iVar2;
iVar3 = (iVar3 + iVar2) / 2) {
}
}
LAB_0047070f:
*(int *)(this + 4) = iVar3;
if (*(void **)this == (void *)0x0) {
pvVar1 = malloc(iVar3 * 0x48);
*(void **)this = pvVar1;
}
else {
pvVar1 = realloc(*(void **)this,iVar3 * 0x48);
*(void **)this = pvVar1;
iVar2 = *(int *)(this + 0xc) + 1;
}
goto LAB_0047068e;
}
}
pvVar1 = *(void **)this;
LAB_0047068e:
*(int *)(this + 0xc) = iVar2;
iVar2 = (iVar2 - param_1) + -1;
*(void **)(this + 0x10) = pvVar1;
iVar4 = param_1 * 0x48;
if (0 < iVar2) {
_V_memmove((void *)((int)pvVar1 + iVar4 + 0x48),(void *)((int)pvVar1 + iVar4),iVar2 * 0x48);
pvVar1 = *(void **)this;
}
if ((undefined4 *)((int)pvVar1 + iVar4) != (undefined4 *)0x0) {
puVar5 = (undefined4 *)((int)pvVar1 + iVar4);
for (iVar2 = 0x12; iVar2 != 0; iVar2 = iVar2 + -1) {
*puVar5 = *(undefined4 *)param_2;
param_2 = param_2 + (uint)bVar6 * -8 + 4;
puVar5 = puVar5 + (uint)bVar6 * -2 + 1;
}
}
return param_1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.