L L4D2node

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

0x008de1b0 · 229 bytes · __thiscall

_ZN10CUtlVectorI10CSWeaponID10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_

Decompiled

undefined (3 params)

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

int __thiscall
CUtlVector<CSWeaponID,CUtlMemory<CSWeaponID,int>>::InsertBefore
          (CUtlVector<CSWeaponID,CUtlMemory<CSWeaponID,int>> *this,int param_1,CSWeaponID *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_008de23f;
          }
          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_008de23f:
      *(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_008de1ce;
    }
  }
  pvVar1 = *(void **)this;
LAB_008de1ce:
  *(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) = *(undefined4 *)param_2;
  }
  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)