L L4D2node

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

0x0094e2a0 · 344 bytes · __thiscall

_ZN10CUtlVectorI15RecognizedActor10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_

Decompiled

undefined (3 params)

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

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

{
  undefined4 uVar1;
  undefined4 *puVar2;
  void *pvVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  iVar5 = *(int *)(this + 4);
  iVar4 = *(int *)(this + 0xc) + 1;
  if (iVar5 < iVar4) {
    iVar6 = *(int *)(this + 8);
    if (-1 < iVar6) {
      if (iVar6 == 0) {
        if (iVar5 == 0) {
          if (iVar4 < 2) {
            iVar6 = 1;
            goto LAB_0094e38f;
          }
          iVar5 = 1;
        }
        do {
          iVar6 = iVar5 * 2;
          if (iVar4 <= iVar6) break;
          iVar6 = iVar5 * 4;
          iVar5 = iVar6;
        } while (iVar6 < iVar4);
      }
      else {
        for (iVar6 = iVar6 * (*(int *)(this + 0xc) / iVar6 + 1); iVar6 < iVar4;
            iVar6 = (iVar6 + iVar4) / 2) {
        }
      }
LAB_0094e38f:
      *(int *)(this + 4) = iVar6;
      if (*(void **)this == (void *)0x0) {
        pvVar3 = malloc(iVar6 * 0x2c);
        *(void **)this = pvVar3;
      }
      else {
        pvVar3 = realloc(*(void **)this,iVar6 * 0x2c);
        *(void **)this = pvVar3;
        iVar4 = *(int *)(this + 0xc) + 1;
      }
      goto LAB_0094e2c8;
    }
  }
  pvVar3 = *(void **)this;
LAB_0094e2c8:
  *(int *)(this + 0xc) = iVar4;
  iVar5 = param_1 * 0x2c;
  iVar4 = (iVar4 - param_1) + -1;
  *(void **)(this + 0x10) = pvVar3;
  if (0 < iVar4) {
    _V_memmove((void *)((int)pvVar3 + iVar5 + 0x2c),(void *)((int)pvVar3 + iVar5),iVar4 * 0x2c);
    pvVar3 = *(void **)this;
  }
  puVar2 = (undefined4 *)((int)pvVar3 + iVar5);
  if (puVar2 != (undefined4 *)0x0) {
    *puVar2 = *(undefined4 *)param_2;
    puVar2[1] = *(undefined4 *)(param_2 + 4);
    puVar2[2] = *(undefined4 *)(param_2 + 8);
    puVar2[3] = *(undefined4 *)(param_2 + 0xc);
    uVar1 = *(undefined4 *)(param_2 + 0x10);
    puVar2[5] = &PTR_NetworkStateChanged_00c23e10;
    puVar2[4] = uVar1;
    uVar1 = *(undefined4 *)(param_2 + 0x18);
    puVar2[7] = &PTR_NetworkStateChanged_00c23e10;
    puVar2[6] = uVar1;
    puVar2[8] = *(undefined4 *)(param_2 + 0x20);
    puVar2[9] = *(undefined4 *)(param_2 + 0x24);
    *(RecognizedActor *)(puVar2 + 10) = param_2[0x28];
  }
  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)