CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::InsertBefore
0x008fae50 · 245 bytes · __thiscall
_ZN10CUtlVectorI19SurvivorBotSaveData10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_
Decompiled
undefined (3 params)
/* CUtlVector<SurvivorBotSaveData, CUtlMemory<SurvivorBotSaveData, int> >::InsertBefore(int,
SurvivorBotSaveData const&) */
int __thiscall
CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::InsertBefore
(CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>> *this,int param_1,
SurvivorBotSaveData *param_2)
{
undefined4 uVar1;
void *pvVar2;
int iVar3;
int iVar4;
int iVar5;
iVar4 = *(int *)(this + 4);
iVar5 = *(int *)(this + 0xc) + 1;
if (iVar4 < iVar5) {
iVar3 = *(int *)(this + 8);
if (-1 < iVar3) {
if (iVar3 == 0) {
if (iVar4 == 0) {
if (iVar5 < 9) {
iVar3 = 8;
goto LAB_008faeef;
}
iVar4 = 8;
}
do {
iVar3 = iVar4 * 2;
if (iVar5 <= iVar3) break;
iVar3 = iVar4 * 4;
iVar4 = iVar3;
} while (iVar3 < iVar5);
}
else {
for (iVar3 = iVar3 * (*(int *)(this + 0xc) / iVar3 + 1); iVar3 < iVar5;
iVar3 = (iVar3 + iVar5) / 2) {
}
}
LAB_008faeef:
*(int *)(this + 4) = iVar3;
if (*(void **)this == (void *)0x0) {
pvVar2 = malloc(iVar3 << 2);
*(void **)this = pvVar2;
}
else {
pvVar2 = realloc(*(void **)this,iVar3 << 2);
*(void **)this = pvVar2;
iVar5 = *(int *)(this + 0xc) + 1;
}
goto LAB_008fae6e;
}
}
pvVar2 = *(void **)this;
LAB_008fae6e:
*(int *)(this + 0xc) = iVar5;
iVar5 = (iVar5 - param_1) + -1;
*(void **)(this + 0x10) = pvVar2;
iVar4 = param_1 * 4;
if (0 < iVar5) {
_V_memmove((void *)((int)pvVar2 + iVar4 + 4),(void *)((int)pvVar2 + iVar4),iVar5 * 4);
pvVar2 = *(void **)this;
}
if ((undefined4 *)(iVar4 + (int)pvVar2) != (undefined4 *)0x0) {
uVar1 = KeyValues::MakeCopy(*(KeyValues **)param_2);
*(undefined4 *)(iVar4 + (int)pvVar2) = uVar1;
}
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.