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 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.