L L4D2node

CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::InsertBefore

0x004b6b50 · 400 bytes · __thiscall

_ZN10CUtlVectorI14AsyncCaption_t10CUtlMemoryIS0_iEE12InsertBeforeEi

Decompiled

undefined (2 params)

/* CUtlVector<AsyncCaption_t, CUtlMemory<AsyncCaption_t, int> >::InsertBefore(int) */

int __thiscall
CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::InsertBefore
          (CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>> *this,int param_1)

{
  void *pvVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined4 *puVar5;
  
  iVar4 = *(int *)(this + 4);
  iVar3 = *(int *)(this + 0xc) + 1;
  if (iVar4 < iVar3) {
    iVar2 = *(int *)(this + 8);
    if (-1 < iVar2) {
      if (iVar2 == 0) {
        if (iVar4 == 0) {
          if (iVar3 < 2) {
            iVar2 = 1;
            goto LAB_004b6c87;
          }
          iVar4 = 1;
        }
        do {
          iVar2 = iVar4 * 2;
          if (iVar3 <= iVar2) break;
          iVar2 = iVar4 * 4;
          iVar4 = iVar2;
        } while (iVar2 < iVar3);
      }
      else {
        for (iVar2 = iVar2 * (*(int *)(this + 0xc) / iVar2 + 1); iVar2 < iVar3;
            iVar2 = (iVar2 + iVar3) / 2) {
        }
      }
LAB_004b6c87:
      *(int *)(this + 4) = iVar2;
      if (*(void **)this == (void *)0x0) {
        pvVar1 = malloc(iVar2 * 0x54);
        *(void **)this = pvVar1;
      }
      else {
        pvVar1 = realloc(*(void **)this,iVar2 * 0x54);
        *(void **)this = pvVar1;
        iVar3 = *(int *)(this + 0xc) + 1;
      }
      goto LAB_004b6b72;
    }
  }
  pvVar1 = *(void **)this;
LAB_004b6b72:
  *(int *)(this + 0xc) = iVar3;
  iVar3 = (iVar3 - param_1) + -1;
  *(void **)(this + 0x10) = pvVar1;
  iVar4 = param_1 * 0x54;
  if (0 < iVar3) {
    _V_memmove((void *)((int)pvVar1 + iVar4 + 0x54),(void *)((int)pvVar1 + iVar4),iVar3 * 0x54);
    pvVar1 = *(void **)this;
  }
  puVar5 = (undefined4 *)(iVar4 + (int)pvVar1);
  if (puVar5 != (undefined4 *)0x0) {
    *(undefined2 *)(puVar5 + 4) = 0xffff;
    *(undefined2 *)(puVar5 + 0x14) = 0xffff;
    *puVar5 = AsyncCaption_t::BlockInfo_t::Less;
    puVar5[1] = 0;
    puVar5[2] = 0;
    puVar5[3] = 0;
    *(undefined2 *)((int)puVar5 + 0x12) = 0;
    *(undefined2 *)(puVar5 + 5) = 0xffff;
    *(undefined2 *)((int)puVar5 + 0x16) = 0xffff;
    puVar5[6] = 0;
    puVar5[7] = 0;
    puVar5[8] = 0;
    puVar5[9] = 0;
    puVar5[10] = 0;
    puVar5[0xb] = 0;
    puVar5[0xc] = 0;
    *(undefined1 *)(puVar5 + 0xd) = 0;
                    /* try { // try from 004b6c44 to 004b6c48 has its CatchHandler @ 004b6cf6 */
    _V_memset(puVar5 + 0xe,0,0x18);
  }
  return param_1;
}

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)