CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>::operator=
0x005a5550 · 209 bytes · __thiscall
_ZN10CUtlVectorIN10CStudioHdr26CActivityToSequenceMapping13HashValueTypeE10CUtlMemoryIS2_iEEaSERKS5_
Decompiled
undefined (2 params)
/* CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,
CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType, int>
>::TEMPNAMEPLACEHOLDERVALUE(CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,
CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType, int> > const&) */
void __thiscall
CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>
::operator=(CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>
*this,CUtlVector *param_1)
{
int iVar1;
int iVar2;
int iVar3;
undefined4 *puVar4;
int iVar5;
int iVar6;
iVar1 = *(int *)(param_1 + 0xc);
*(undefined4 *)(this + 0xc) = 0;
if (iVar1 != 0) {
GrowVector(this,iVar1);
ShiftElementsRight(this,0,iVar1);
if (0 < iVar1) {
iVar3 = *(int *)this;
iVar6 = 0;
do {
puVar4 = (undefined4 *)(iVar6 * 0x10 + iVar3);
if (puVar4 != (undefined4 *)0x0) {
*puVar4 = 0xffffffff;
puVar4[1] = 0xffffffff;
puVar4[2] = 0xffffffff;
puVar4[3] = 0xffffffff;
iVar3 = *(int *)this;
}
iVar6 = iVar6 + 1;
} while (iVar6 != iVar1);
iVar6 = 0;
while( true ) {
iVar2 = *(int *)param_1;
iVar5 = iVar6 * 0x10;
*(undefined4 *)(iVar3 + iVar5) = *(undefined4 *)(iVar2 + iVar5);
*(undefined4 *)(iVar3 + 4 + iVar5) = *(undefined4 *)(iVar2 + 4 + iVar5);
*(undefined4 *)(iVar3 + 8 + iVar5) = *(undefined4 *)(iVar2 + 8 + iVar5);
*(undefined4 *)(iVar3 + 0xc + iVar5) = *(undefined4 *)(iVar2 + 0xc + iVar5);
if (iVar6 + 1 == iVar1) break;
iVar3 = *(int *)this;
iVar6 = iVar6 + 1;
}
return;
}
}
return;
}
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.