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 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.