L L4D2node

CUtlVector<Extent,CUtlMemory<Extent,int>>::AddVectorToTail

0x00713e90 · 186 bytes · __thiscall

_ZN10CUtlVectorI6Extent10CUtlMemoryIS0_iEE15AddVectorToTailERKS3_

Decompiled

undefined (2 params)

/* CUtlVector<Extent, CUtlMemory<Extent, int> >::AddVectorToTail(CUtlVector<Extent,
   CUtlMemory<Extent, int> > const&) */

int __thiscall
CUtlVector<Extent,CUtlMemory<Extent,int>>::AddVectorToTail
          (CUtlVector<Extent,CUtlMemory<Extent,int>> *this,CUtlVector *param_1)

{
  int iVar1;
  undefined4 *puVar2;
  int iVar3;
  undefined4 *puVar4;
  int iVar5;
  
  iVar3 = *(int *)(param_1 + 0xc);
  iVar1 = *(int *)(this + 0xc);
  if (iVar3 != 0) {
    GrowVector(this,iVar3);
    ShiftElementsRight(this,iVar1,iVar3);
    if (0 < *(int *)(param_1 + 0xc)) {
      iVar3 = 0;
      iVar5 = 0;
      do {
        iVar5 = iVar5 + 1;
        puVar2 = (undefined4 *)(iVar1 * 0x18 + iVar3 + *(int *)this);
        puVar4 = (undefined4 *)(*(int *)param_1 + iVar3);
        iVar3 = iVar3 + 0x18;
        *puVar2 = *puVar4;
        puVar2[1] = puVar4[1];
        puVar2[2] = puVar4[2];
        puVar2[3] = puVar4[3];
        puVar2[4] = puVar4[4];
        puVar2[5] = puVar4[5];
      } while (iVar5 < *(int *)(param_1 + 0xc));
      return iVar1;
    }
  }
  return iVar1;
}

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)