L L4D2node

CUtlVector<TerrorNavArea::AreaBindInfo,CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>>::InsertBefore

0x00989b20 · 77 bytes · __thiscall

_ZN10CUtlVectorIN13TerrorNavArea12AreaBindInfoE22CUtlMemoryConservativeIS1_EE12InsertBeforeEiRKS1_

Decompiled

undefined (3 params)

/* CUtlVector<TerrorNavArea::AreaBindInfo, CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>
   >::InsertBefore(int, TerrorNavArea::AreaBindInfo const&) */

int __thiscall
CUtlVector<TerrorNavArea::AreaBindInfo,CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>>::
InsertBefore(CUtlVector<TerrorNavArea::AreaBindInfo,CUtlMemoryConservative<TerrorNavArea::AreaBindInfo>>
             *this,int param_1,AreaBindInfo *param_2)

{
  undefined2 *puVar1;
  
  GrowVector(this,1);
  ShiftElementsRight(this,param_1,1);
  puVar1 = (undefined2 *)(*(int *)this + param_1 * 2);
  if (puVar1 != (undefined2 *)0x0) {
    *puVar1 = *(undefined2 *)param_2;
  }
  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)