L L4D2node

CUtlVector<CNavArea*,CUtlMemoryConservative<CNavArea*>>::InsertBefore

0x00721ec0 · 140 bytes · __thiscall

_ZN10CUtlVectorIP8CNavArea22CUtlMemoryConservativeIS1_EE12InsertBeforeEiRKS1_

Decompiled

undefined (3 params)

/* CUtlVector<CNavArea*, CUtlMemoryConservative<CNavArea*> >::InsertBefore(int, CNavArea* const&) */

int __thiscall
CUtlVector<CNavArea*,CUtlMemoryConservative<CNavArea*>>::InsertBefore
          (CUtlVector<CNavArea*,CUtlMemoryConservative<CNavArea*>> *this,int param_1,
          CNavArea **param_2)

{
  int iVar1;
  void *pvVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 8) + 1;
  if ((int)(*(uint *)(this + 4) >> 2) < iVar3) {
    pvVar2 = realloc(*(void **)this,iVar3 * 4);
    *(int *)(this + 4) = iVar3 * 4;
    *(void **)this = pvVar2;
    iVar3 = *(int *)(this + 8) + 1;
  }
  else {
    pvVar2 = *(void **)this;
  }
  *(int *)(this + 8) = iVar3;
  iVar1 = param_1 * 4;
  iVar3 = (iVar3 - param_1) + -1;
  *(void **)(this + 0xc) = pvVar2;
  if (0 < iVar3) {
    _V_memmove((void *)((int)pvVar2 + iVar1 + 4),(void *)((int)pvVar2 + iVar1),iVar3 * 4);
    pvVar2 = *(void **)this;
  }
  if ((undefined4 *)((int)pvVar2 + iVar1) != (undefined4 *)0x0) {
    *(undefined4 *)((int)pvVar2 + iVar1) = *param_2;
  }
  return param_1;
}

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)