CUtlVector<OpenListInfo_t,CUtlMemoryFixedGrowable<OpenListInfo_t,4096u,int>>::GrowVector
0x00713f60 · 286 bytes · __thiscall
_ZN10CUtlVectorI14OpenListInfo_t23CUtlMemoryFixedGrowableIS0_Lj4096EiEE10GrowVectorEi
Decompiled
undefined (2 params)
/* CUtlVector<OpenListInfo_t, CUtlMemoryFixedGrowable<OpenListInfo_t, 4096u, int> >::GrowVector(int)
*/
void __thiscall
CUtlVector<OpenListInfo_t,CUtlMemoryFixedGrowable<OpenListInfo_t,4096u,int>>::GrowVector
(CUtlVector<OpenListInfo_t,CUtlMemoryFixedGrowable<OpenListInfo_t,4096u,int>> *this,
int param_1)
{
int iVar1;
void *__dest;
int iVar2;
int iVar3;
iVar1 = *(int *)(this + 4);
iVar2 = *(int *)(this + 0x8010) + param_1;
if (iVar2 <= iVar1) {
__dest = *(void **)this;
goto LAB_00713f80;
}
iVar3 = *(int *)(this + 8);
iVar2 = iVar2 - iVar1;
if (iVar3 < 0) {
iVar3 = *(int *)(this + 0xc);
*(int *)(this + 8) = iVar3;
if (iVar1 == 0) {
*(undefined4 *)this = 0;
__dest = (void *)0x0;
}
else {
__dest = malloc(iVar1 * 8);
memcpy(__dest,*(void **)this,iVar1 * 8);
iVar3 = *(int *)(this + 8);
*(void **)this = __dest;
}
if (-1 < iVar3) {
iVar1 = *(int *)(this + 4);
goto LAB_00713fa3;
}
}
else {
LAB_00713fa3:
iVar2 = iVar2 + iVar1;
if (iVar3 == 0) {
if (iVar1 == 0) {
iVar1 = 4;
}
for (; iVar1 < iVar2; iVar1 = iVar1 * 2) {
}
}
else {
for (iVar1 = ((iVar2 + -1) / iVar3 + 1) * iVar3; iVar1 < iVar2; iVar1 = (iVar1 + iVar2) / 2) {
}
}
*(int *)(this + 4) = iVar1;
if (*(void **)this != (void *)0x0) {
__dest = realloc(*(void **)this,iVar1 << 3);
iVar2 = param_1 + *(int *)(this + 0x8010);
*(void **)this = __dest;
goto LAB_00713f80;
}
__dest = malloc(iVar1 << 3);
*(void **)this = __dest;
}
iVar2 = param_1 + *(int *)(this + 0x8010);
LAB_00713f80:
*(int *)(this + 0x8010) = iVar2;
*(void **)(this + 0x8014) = __dest;
return;
}
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.