CUtlVector<TerrorNavArea::AreaBindInfo,CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>>::GrowVector
0x00989a80 · 86 bytes · __thiscall
_ZN10CUtlVectorIN13TerrorNavArea12AreaBindInfoE22CUtlMemoryConservativeIS1_EE10GrowVectorEi
Decompiled
undefined (2 params)
/* CUtlVector<TerrorNavArea::AreaBindInfo, CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>
>::GrowVector(int) */
void __thiscall
CUtlVector<TerrorNavArea::AreaBindInfo,CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>>::
GrowVector(CUtlVector<TerrorNavArea::AreaBindInfo,CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>>
*this,int param_1)
{
void *pvVar1;
int iVar2;
iVar2 = *(int *)(this + 8) + param_1;
if (iVar2 <= (int)(*(uint *)(this + 4) >> 1)) {
*(int *)(this + 8) = iVar2;
*(undefined4 *)(this + 0xc) = *(undefined4 *)this;
return;
}
pvVar1 = realloc(*(void **)this,iVar2 * 2);
*(int *)(this + 4) = iVar2 * 2;
*(void **)this = pvVar1;
*(void **)(this + 0xc) = pvVar1;
*(int *)(this + 8) = param_1 + *(int *)(this + 8);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.