L L4D2node

CUtlVector<Response,CUtlMemoryConservative<Response>>::GrowVector

0x005bfd30 · 97 bytes · __thiscall

_ZN10CUtlVectorI8Response22CUtlMemoryConservativeIS0_EE10GrowVectorEi

Decompiled

undefined (2 params)

/* CUtlVector<Response, CUtlMemoryConservative<Response> >::GrowVector(int) */

void __thiscall
CUtlVector<Response,CUtlMemoryConservative<Response>>::GrowVector
          (CUtlVector<Response,CUtlMemoryConservative<Response>> *this,int param_1)

{
  void *pvVar1;
  int iVar2;
  
  iVar2 = *(int *)(this + 8) + param_1;
  if (iVar2 <= (int)(*(uint *)(this + 4) / 0x50)) {
    *(int *)(this + 8) = iVar2;
    *(undefined4 *)(this + 0xc) = *(undefined4 *)this;
    return;
  }
  pvVar1 = realloc(*(void **)this,iVar2 * 0x50);
  *(int *)(this + 4) = iVar2 * 0x50;
  *(void **)this = pvVar1;
  *(void **)(this + 0xc) = pvVar1;
  *(int *)(this + 8) = param_1 + *(int *)(this + 8);
  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)