L L4D2node

CUtlVector<scavengelist_t,CUtlMemoryFixedGrowable<scavengelist_t,64u,int>>::GrowVector

0x00964d70 · 234 bytes · __thiscall

_ZN10CUtlVectorI14scavengelist_t23CUtlMemoryFixedGrowableIS0_Lj64EiEE10GrowVectorEi

Decompiled

undefined (2 params)

/* CUtlVector<scavengelist_t, CUtlMemoryFixedGrowable<scavengelist_t, 64u, int> >::GrowVector(int)
    */

void __thiscall
CUtlVector<scavengelist_t,CUtlMemoryFixedGrowable<scavengelist_t,64u,int>>::GrowVector
          (CUtlVector<scavengelist_t,CUtlMemoryFixedGrowable<scavengelist_t,64u,int>> *this,
          int param_1)

{
  int iVar1;
  void *pvVar2;
  int iVar3;
  int iVar4;
  CUtlMemory<scavengelist_t,int> *in_stack_ffffffd4;
  int in_stack_ffffffd8;
  
  iVar1 = *(int *)(this + 4);
  iVar3 = *(int *)(this + 0x210) + param_1;
  if (iVar1 < iVar3) {
    iVar4 = *(int *)(this + 8);
    iVar3 = iVar3 - iVar1;
    if (iVar4 < 0) {
      CUtlMemory<scavengelist_t,int>::ConvertToGrowableMemory(in_stack_ffffffd4,in_stack_ffffffd8);
      iVar4 = *(int *)(this + 8);
      if (iVar4 < 0) {
        iVar3 = param_1 + *(int *)(this + 0x210);
        goto LAB_00964d8e;
      }
      iVar1 = *(int *)(this + 4);
    }
    iVar3 = iVar3 + iVar1;
    if (iVar4 == 0) {
      if (iVar1 == 0) {
        iVar1 = 4;
      }
      for (; iVar1 < iVar3; iVar1 = iVar1 * 2) {
      }
    }
    else {
      for (iVar1 = ((iVar3 + -1) / iVar4 + 1) * iVar4; iVar1 < iVar3; iVar1 = (iVar1 + iVar3) / 2) {
      }
    }
    *(int *)(this + 4) = iVar1;
    if (*(void **)this == (void *)0x0) {
      pvVar2 = malloc(iVar1 << 3);
      iVar3 = param_1 + *(int *)(this + 0x210);
      *(void **)this = pvVar2;
    }
    else {
      pvVar2 = realloc(*(void **)this,iVar1 << 3);
      iVar3 = param_1 + *(int *)(this + 0x210);
      *(void **)this = pvVar2;
    }
  }
  else {
LAB_00964d8e:
    pvVar2 = *(void **)this;
  }
  *(int *)(this + 0x210) = iVar3;
  *(void **)(this + 0x214) = pvVar2;
  return;
}

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)