CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::ShiftElementsRight
0x00745c10 · 60 bytes · __thiscall
_ZN10CUtlVectorIP8CNavArea10CUtlMemoryIS1_iEE18ShiftElementsRightEii
Decompiled
undefined (3 params)
/* CUtlVector<CNavArea*, CUtlMemory<CNavArea*, int> >::ShiftElementsRight(int, int) */
void __thiscall
CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>>::ShiftElementsRight
(CUtlVector<CNavArea*,CUtlMemory<CNavArea*,int>> *this,int param_1,int param_2)
{
int iVar1;
iVar1 = (*(int *)(this + 0xc) - param_1) - param_2;
if ((0 < iVar1) && (0 < param_2)) {
_V_memmove((void *)(*(int *)this + (param_2 + param_1) * 4),(void *)(*(int *)this + param_1 * 4)
,iVar1 * 4);
return;
}
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.