L L4D2node

CUtlHash<CGameSaveRestoreInfo::CHashElement,CGameSaveRestoreInfo::CHashFuncs,CGameSaveRestoreInfo::CHashFuncs>::CUtlHash

0x004ad3e0 · 206 bytes · __cdecl

_ZN8CUtlHashIN20CGameSaveRestoreInfo12CHashElementENS0_10CHashFuncsES2_EC1EiiiS2_S2_

Decompiled

undefined (5 params)

/* CUtlHash<CGameSaveRestoreInfo::CHashElement, CGameSaveRestoreInfo::CHashFuncs,
   CGameSaveRestoreInfo::CHashFuncs>::CUtlHash(int, int, int, CGameSaveRestoreInfo::CHashFuncs,
   CGameSaveRestoreInfo::CHashFuncs) */

void CUtlHash<CGameSaveRestoreInfo::CHashElement,CGameSaveRestoreInfo::CHashFuncs,CGameSaveRestoreInfo::CHashFuncs>
     ::CUtlHash(CUtlVector<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,CUtlMemory<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,int>>
                *param_1,uint param_2,undefined4 param_3,int param_4)

{
  CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
  *this;
  uint uVar1;
  int iVar2;
  CUtlVector<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,CUtlMemory<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,int>>
  CVar3;
  
  if (0x10000 < (int)param_2) {
    param_2 = 0x10000;
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(undefined4 *)(param_1 + 0x10) = 0;
                    /* try { // try from 004ad42a to 004ad494 has its CatchHandler @ 004ad4c0 */
  CUtlVector<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,CUtlMemory<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,int>>
  ::SetCount(param_1,param_2);
  uVar1 = 0;
  if (0 < (int)param_2) {
    do {
      iVar2 = uVar1 * 0x14;
      this = (CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
              *)(*(int *)param_1 + iVar2);
      *(undefined4 *)(this + 0xc) = 0;
      if (param_4 != 0) {
        CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
        ::GrowVector(this,param_4);
        CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>
        ::ShiftElementsRight(this,0,param_4);
      }
      uVar1 = uVar1 + 1;
      *(undefined4 *)(*(int *)param_1 + 8 + iVar2) = param_3;
    } while (uVar1 != param_2);
  }
  CVar3 = (CUtlVector<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,CUtlMemory<CUtlVector<CGameSaveRestoreInfo::CHashElement,CUtlMemory<CGameSaveRestoreInfo::CHashElement,int>>,int>>
           )((param_2 & param_2 - 1) == 0);
  param_1[0x16] = CVar3;
  uVar1 = 0;
  if ((bool)CVar3) {
    uVar1 = param_2 - 1;
  }
  *(uint *)(param_1 + 0x18) = uVar1;
  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)