CUtlVector<CResponseDict<Rule*,unsigned_short>*,CUtlMemoryFixed<CResponseDict<Rule*,unsigned_short>*,2u,0>>::InsertBefore
0x005bf6b0 · 93 bytes · __thiscall
_ZN10CUtlVectorIP13CResponseDictIP4RuletE15CUtlMemoryFixedIS4_Lj2ELi0EEE12InsertBeforeEiRKS4_
Decompiled
undefined (3 params)
/* CUtlVector<CResponseDict<Rule*, unsigned short>*, CUtlMemoryFixed<CResponseDict<Rule*, unsigned
short>*, 2u, 0> >::InsertBefore(int, CResponseDict<Rule*, unsigned short>* const&) */
int __thiscall
CUtlVector<CResponseDict<Rule*,unsigned_short>*,CUtlMemoryFixed<CResponseDict<Rule*,unsigned_short>*,2u,0>>
::InsertBefore(CUtlVector<CResponseDict<Rule*,unsigned_short>*,CUtlMemoryFixed<CResponseDict<Rule*,unsigned_short>*,2u,0>>
*this,int param_1,CResponseDict **param_2)
{
int iVar1;
CUtlVector<CResponseDict<Rule*,unsigned_short>*,CUtlMemoryFixed<CResponseDict<Rule*,unsigned_short>*,2u,0>>
*pCVar2;
iVar1 = *(int *)(this + 8);
*(CUtlVector<CResponseDict<Rule*,unsigned_short>*,CUtlMemoryFixed<CResponseDict<Rule*,unsigned_short>*,2u,0>>
**)(this + 0xc) = this;
*(int *)(this + 8) = iVar1 + 1;
iVar1 = ((iVar1 + 1) - param_1) + -1;
pCVar2 = this + param_1 * 4;
if (0 < iVar1) {
pCVar2 = this + param_1 * 4;
_V_memmove(this + param_1 * 4 + 4,pCVar2,iVar1 * 4);
}
if (pCVar2 != (CUtlVector<CResponseDict<Rule*,unsigned_short>*,CUtlMemoryFixed<CResponseDict<Rule*,unsigned_short>*,2u,0>>
*)0x0) {
*(CResponseDict **)pCVar2 = *param_2;
}
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.