CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>::InsertBefore
0x0081c080 · 75 bytes · __thiscall
_ZN10CUtlVectorI7CHandleI17CSceneListManagerE10CUtlMemoryIS2_iEE12InsertBeforeEiRKS2_
Decompiled
undefined (3 params)
/* CUtlVector<CHandle<CSceneListManager>, CUtlMemory<CHandle<CSceneListManager>, int>
>::InsertBefore(int, CHandle<CSceneListManager> const&) */
int __thiscall
CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>>::InsertBefore
(CUtlVector<CHandle<CSceneListManager>,CUtlMemory<CHandle<CSceneListManager>,int>> *this,
int param_1,CHandle *param_2)
{
undefined4 *puVar1;
GrowVector(this,1);
ShiftElementsRight(this,param_1,1);
puVar1 = (undefined4 *)(*(int *)this + param_1 * 4);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = *(undefined4 *)param_2;
}
return param_1;
}
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.