L L4D2node

CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>::ShiftElementsLeft

0x0075b1c0 · 82 bytes · __thiscall

_ZN10CUtlVectorIN14NextBotManager11DebugFilterE10CUtlMemoryIS1_iEE17ShiftElementsLeftEii

Decompiled

undefined (3 params)

/* CUtlVector<NextBotManager::DebugFilter, CUtlMemory<NextBotManager::DebugFilter, int>
   >::ShiftElementsLeft(int, int) */

void __thiscall
CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>::
ShiftElementsLeft(CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,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_1 * 0x84),
               (void *)((param_2 + param_1) * 0x84 + *(int *)this),iVar1 * 0x84);
    return;
  }
  return;
}

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)