CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>*,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>>::InsertBefore
0x008abc30 · 75 bytes · __thiscall
_ZN10CUtlVectorIP18EntityLocationInfoI7CHandleI11CBaseEntityEE10CUtlMemoryIS5_iEE12InsertBeforeEiRKS5_
Decompiled
undefined (3 params)
/* CUtlVector<EntityLocationInfo<CHandle<CBaseEntity> >*,
CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity> >*, int> >::InsertBefore(int,
EntityLocationInfo<CHandle<CBaseEntity> >* const&) */
int __thiscall
CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>*,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>>
::InsertBefore(CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>*,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>>
*this,int param_1,EntityLocationInfo **param_2)
{
undefined4 *puVar1;
GrowVector(this,1);
ShiftElementsRight(this,param_1,1);
puVar1 = (undefined4 *)(*(int *)this + param_1 * 4);
if (puVar1 != (undefined4 *)0x0) {
*puVar1 = *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.