L L4D2node

CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::ShiftElementsLeft

0x007c1b70 · 69 bytes · __thiscall

_ZN10CUtlVectorI15CCommandContext10CUtlMemoryIS0_iEE17ShiftElementsLeftEii

Decompiled

undefined (3 params)

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

void __thiscall
CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::ShiftElementsLeft
          (CUtlVector<CCommandContext,CUtlMemory<CCommandContext,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 * 0x24),
               (void *)(*(int *)this + (param_2 + param_1) * 0x24),iVar1 * 0x24);
    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)