CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
0x0086d4d0 · 229 bytes · __thiscall
_ZN10CUtlVectorIP13TerrorNavArea10CUtlMemoryIS1_iEE12InsertBeforeEiRKS1_
Decompiled
undefined (3 params)
/* CUtlVector<TerrorNavArea*, CUtlMemory<TerrorNavArea*, int> >::InsertBefore(int, TerrorNavArea*
const&) */
int __thiscall
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::InsertBefore
(CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *this,int param_1,
TerrorNavArea **param_2)
{
void *pvVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = *(int *)(this + 4);
iVar4 = *(int *)(this + 0xc) + 1;
if (iVar3 < iVar4) {
iVar2 = *(int *)(this + 8);
if (-1 < iVar2) {
if (iVar2 == 0) {
if (iVar3 == 0) {
if (iVar4 < 9) {
iVar2 = 8;
goto LAB_0086d55f;
}
iVar3 = 8;
}
do {
iVar2 = iVar3 * 2;
if (iVar4 <= iVar2) break;
iVar2 = iVar3 * 4;
iVar3 = iVar2;
} while (iVar2 < iVar4);
}
else {
for (iVar2 = iVar2 * (*(int *)(this + 0xc) / iVar2 + 1); iVar2 < iVar4;
iVar2 = (iVar2 + iVar4) / 2) {
}
}
LAB_0086d55f:
*(int *)(this + 4) = iVar2;
if (*(void **)this == (void *)0x0) {
pvVar1 = malloc(iVar2 << 2);
*(void **)this = pvVar1;
}
else {
pvVar1 = realloc(*(void **)this,iVar2 << 2);
*(void **)this = pvVar1;
iVar4 = *(int *)(this + 0xc) + 1;
}
goto LAB_0086d4ee;
}
}
pvVar1 = *(void **)this;
LAB_0086d4ee:
*(int *)(this + 0xc) = iVar4;
iVar4 = (iVar4 - param_1) + -1;
*(void **)(this + 0x10) = pvVar1;
iVar3 = param_1 * 4;
if (0 < iVar4) {
_V_memmove((void *)((int)pvVar1 + iVar3 + 4),(void *)((int)pvVar1 + iVar3),iVar4 * 4);
pvVar1 = *(void **)this;
}
if ((undefined4 *)((int)pvVar1 + iVar3) != (undefined4 *)0x0) {
*(undefined4 *)((int)pvVar1 + iVar3) = *param_2;
}
return param_1;
}
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.