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 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.