CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>>::InsertBefore
0x005456e0 · 320 bytes · __thiscall
_ZN10CUtlVectorI12melee_anim_t10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_
Decompiled
undefined (3 params)
/* CUtlVector<melee_anim_t, CUtlMemory<melee_anim_t, int> >::InsertBefore(int, melee_anim_t const&)
*/
int __thiscall
CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>>::InsertBefore
(CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>> *this,int param_1,
melee_anim_t *param_2)
{
undefined4 *puVar1;
void *pvVar2;
int iVar3;
int iVar4;
int iVar5;
iVar5 = *(int *)(this + 4);
iVar4 = *(int *)(this + 0xc) + 1;
if (iVar5 < iVar4) {
iVar3 = *(int *)(this + 8);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar5 == 0) {
if (iVar4 < 2) {
iVar3 = 1;
goto LAB_005457bf;
}
iVar5 = 1;
}
do {
iVar3 = iVar5 * 2;
if (iVar4 <= iVar3) break;
iVar3 = iVar5 * 4;
iVar5 = iVar3;
} while (iVar3 < iVar4);
}
else {
for (iVar3 = iVar3 * (*(int *)(this + 0xc) / iVar3 + 1); iVar3 < iVar4;
iVar3 = (iVar3 + iVar4) / 2) {
}
}
LAB_005457bf:
*(int *)(this + 4) = iVar3;
if (*(void **)this == (void *)0x0) {
pvVar2 = malloc(iVar3 * 0x30);
*(void **)this = pvVar2;
}
else {
pvVar2 = realloc(*(void **)this,iVar3 * 0x30);
*(void **)this = pvVar2;
iVar4 = *(int *)(this + 0xc) + 1;
}
goto LAB_00545702;
}
}
pvVar2 = *(void **)this;
LAB_00545702:
*(int *)(this + 0xc) = iVar4;
*(void **)(this + 0x10) = pvVar2;
iVar4 = (iVar4 - param_1) + -1;
iVar5 = param_1 * 0x30;
if (0 < iVar4) {
_V_memmove((void *)((int)pvVar2 + iVar5 + 0x30),(void *)((int)pvVar2 + iVar5),iVar4 * 0x30);
pvVar2 = *(void **)this;
}
puVar1 = (undefined4 *)((int)pvVar2 + iVar5);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = *(undefined4 *)param_2;
puVar1[1] = *(undefined4 *)(param_2 + 4);
puVar1[2] = *(undefined4 *)(param_2 + 8);
puVar1[3] = *(undefined4 *)(param_2 + 0xc);
puVar1[4] = *(undefined4 *)(param_2 + 0x10);
puVar1[5] = *(undefined4 *)(param_2 + 0x14);
puVar1[6] = *(undefined4 *)(param_2 + 0x18);
puVar1[7] = *(undefined4 *)(param_2 + 0x1c);
puVar1[8] = *(undefined4 *)(param_2 + 0x20);
puVar1[9] = *(undefined4 *)(param_2 + 0x24);
puVar1[10] = *(undefined4 *)(param_2 + 0x28);
puVar1[0xb] = *(undefined4 *)(param_2 + 0x2c);
}
return param_1;
}
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.