L L4D2node

CUtlVector<CDirectorItemManager::RevisitPopulationInfo,CUtlMemory<CDirectorItemManager::RevisitPopulationInfo,int>>::InsertBefore

0x008ab5f0 · 378 bytes · __thiscall

_ZN10CUtlVectorIN20CDirectorItemManager21RevisitPopulationInfoE10CUtlMemoryIS1_iEE12InsertBeforeEiRKS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  char *pcVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = *(int *)(this + 4);
  iVar4 = *(int *)(this + 0xc) + 1;
  if (iVar5 < iVar4) {
    iVar1 = *(int *)(this + 8);
    if (-1 < iVar1) {
      if (iVar1 == 0) {
        if (iVar5 == 0) {
          if (iVar4 < 2) {
            iVar5 = 1;
            goto LAB_008ab702;
          }
          iVar5 = 1;
        }
        do {
          iVar5 = iVar5 * 2;
        } while (iVar5 < iVar4);
      }
      else {
        for (iVar5 = iVar1 * (*(int *)(this + 0xc) / iVar1 + 1); iVar5 < iVar4;
            iVar5 = (iVar5 + iVar4) / 2) {
        }
      }
LAB_008ab702:
      *(int *)(this + 4) = iVar5;
      if (*(void **)this == (void *)0x0) {
        pvVar3 = malloc(iVar5 * 0x94);
        *(void **)this = pvVar3;
      }
      else {
        pvVar3 = realloc(*(void **)this,iVar5 * 0x94);
        *(void **)this = pvVar3;
        iVar4 = *(int *)(this + 0xc) + 1;
      }
      goto LAB_008ab612;
    }
  }
  pvVar3 = *(void **)this;
LAB_008ab612:
  *(int *)(this + 0xc) = iVar4;
  iVar5 = param_1 * 0x94;
  iVar4 = (iVar4 - param_1) + -1;
  *(void **)(this + 0x10) = pvVar3;
  if (0 < iVar4) {
    _V_memmove((void *)((int)pvVar3 + iVar5 + 0x94),(void *)((int)pvVar3 + iVar5),iVar4 * 0x94);
    pvVar3 = *(void **)this;
  }
  pcVar2 = (char *)((int)pvVar3 + iVar5);
  if (pcVar2 != (char *)0x0) {
    pcVar2[0x80] = '\0';
    pcVar2[0x81] = '\0';
    pcVar2[0x82] = '\0';
    pcVar2[0x83] = '\0';
    pcVar2[0x84] = '\0';
    pcVar2[0x85] = '\0';
    pcVar2[0x86] = '\0';
    pcVar2[0x87] = '\0';
    pcVar2[0x88] = '\0';
    pcVar2[0x89] = '\0';
    pcVar2[0x8a] = '\0';
    pcVar2[0x8b] = '\0';
    pcVar2[0x8c] = '\0';
    pcVar2[0x8d] = '\0';
    pcVar2[0x8e] = '\0';
    pcVar2[0x8f] = '\0';
    pcVar2[0x90] = '\0';
    pcVar2[0x91] = '\0';
    pcVar2[0x92] = '\0';
    pcVar2[0x93] = '\0';
                    /* try { // try from 008ab69d to 008ab6c3 has its CatchHandler @ 008ab777 */
    V_strncpy(pcVar2,(char *)param_2,0x80);
    CUtlVector<CDirectorItemManager::ItemRestoreInfo,CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>>
    ::CopyArray((CUtlVector<CDirectorItemManager::ItemRestoreInfo,CUtlMemory<CDirectorItemManager::ItemRestoreInfo,int>>
                 *)(pcVar2 + 0x80),*(ItemRestoreInfo **)(param_2 + 0x80),*(int *)(param_2 + 0x8c));
  }
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)