L L4D2node

CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>>::InsertBefore

0x008913d0 · 391 bytes · __thiscall

_ZN10CUtlVectorI20CDirectorJournalTask10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_

Decompiled

undefined (3 params)

/* CUtlVector<CDirectorJournalTask, CUtlMemory<CDirectorJournalTask, int> >::InsertBefore(int,
   CDirectorJournalTask const&) */

int __thiscall
CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>>::InsertBefore
          (CUtlVector<CDirectorJournalTask,CUtlMemory<CDirectorJournalTask,int>> *this,int param_1,
          CDirectorJournalTask *param_2)

{
  undefined4 uVar1;
  undefined4 *puVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  CDirectorJournalTask *pCVar6;
  int iVar7;
  undefined4 *puVar8;
  byte bVar9;
  
  bVar9 = 0;
  iVar7 = *(int *)(this + 4);
  iVar4 = *(int *)(this + 0xc) + 1;
  if (iVar7 < iVar4) {
    iVar5 = *(int *)(this + 8);
    if (-1 < iVar5) {
      if (iVar5 == 0) {
        if (iVar7 == 0) {
          if (iVar4 < 2) {
            iVar5 = 1;
            goto LAB_008914ff;
          }
          iVar7 = 1;
        }
        do {
          iVar5 = iVar7 * 2;
          if (iVar4 <= iVar5) break;
          iVar5 = iVar7 * 4;
          iVar7 = iVar5;
        } while (iVar5 < iVar4);
      }
      else {
        for (iVar5 = iVar5 * (*(int *)(this + 0xc) / iVar5 + 1); iVar5 < iVar4;
            iVar5 = (iVar5 + iVar4) / 2) {
        }
      }
LAB_008914ff:
      *(int *)(this + 4) = iVar5;
      if (*(void **)this == (void *)0x0) {
        pvVar3 = malloc(iVar5 * 0x324);
        *(void **)this = pvVar3;
      }
      else {
        pvVar3 = realloc(*(void **)this,iVar5 * 0x324);
        *(void **)this = pvVar3;
        iVar4 = *(int *)(this + 0xc) + 1;
      }
      goto LAB_008913f2;
    }
  }
  pvVar3 = *(void **)this;
LAB_008913f2:
  *(int *)(this + 0xc) = iVar4;
  *(void **)(this + 0x10) = pvVar3;
  iVar4 = (iVar4 - param_1) + -1;
  iVar7 = param_1 * 0x324;
  if (0 < iVar4) {
    _V_memmove((void *)((int)pvVar3 + iVar7 + 0x324),(void *)((int)pvVar3 + iVar7),iVar4 * 0x324);
    pvVar3 = *(void **)this;
  }
  puVar2 = (undefined4 *)((int)pvVar3 + iVar7);
  if (puVar2 != (undefined4 *)0x0) {
    *puVar2 = &PTR_InitQuietTruncation_00c08ee8;
    *(CDirectorJournalTask *)(puVar2 + 1) = param_2[4];
    pCVar6 = param_2 + 5;
    puVar8 = (undefined4 *)((int)puVar2 + 5);
    for (iVar4 = 0x40; iVar4 != 0; iVar4 = iVar4 + -1) {
      *puVar8 = *(undefined4 *)pCVar6;
      pCVar6 = pCVar6 + (uint)bVar9 * -8 + 4;
      puVar8 = puVar8 + (uint)bVar9 * -2 + 1;
    }
    uVar1 = *(undefined4 *)(param_2 + 0x108);
    puVar2[0x43] = &PTR_InitQuietTruncation_00c08ee8;
    puVar2[0x42] = uVar1;
    *(CDirectorJournalTask *)(puVar2 + 0x44) = param_2[0x110];
    pCVar6 = param_2 + 0x111;
    puVar8 = (undefined4 *)((int)puVar2 + 0x111);
    for (iVar4 = 0x40; iVar4 != 0; iVar4 = iVar4 + -1) {
      *puVar8 = *(undefined4 *)pCVar6;
      pCVar6 = pCVar6 + (uint)bVar9 * -8 + 4;
      puVar8 = puVar8 + (uint)bVar9 * -2 + 1;
    }
    uVar1 = *(undefined4 *)(param_2 + 0x214);
    puVar2[0x86] = &PTR_InitQuietTruncation_00c08ee8;
    puVar2[0x85] = uVar1;
    *(CDirectorJournalTask *)(puVar2 + 0x87) = param_2[0x21c];
    pCVar6 = param_2 + 0x21d;
    puVar8 = (undefined4 *)((int)puVar2 + 0x21d);
    for (iVar4 = 0x40; iVar4 != 0; iVar4 = iVar4 + -1) {
      *puVar8 = *(undefined4 *)pCVar6;
      pCVar6 = pCVar6 + (uint)bVar9 * -8 + 4;
      puVar8 = puVar8 + (uint)bVar9 * -2 + 1;
    }
    puVar2[200] = *(undefined4 *)(param_2 + 800);
  }
  return param_1;
}

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.



        

        

          

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