CUtlVector<float,CUtlMemoryFixedGrowable<float,128u,int>>::EnsureCount
0x00a62e20 · 344 bytes · __thiscall
_ZN10CUtlVectorIf23CUtlMemoryFixedGrowableIfLj128EiEE11EnsureCountEi
Decompiled
undefined (2 params)
/* CUtlVector<float, CUtlMemoryFixedGrowable<float, 128u, int> >::EnsureCount(int) */
void __thiscall
CUtlVector<float,CUtlMemoryFixedGrowable<float,128u,int>>::EnsureCount
(CUtlVector<float,CUtlMemoryFixedGrowable<float,128u,int>> *this,int param_1)
{
int iVar1;
void *__dest;
int iVar2;
int iVar3;
int iVar4;
int local_20;
iVar1 = *(int *)(this + 0x210);
if (param_1 <= iVar1) {
return;
}
iVar4 = param_1 - iVar1;
if (iVar4 == 0) {
return;
}
iVar3 = *(int *)(this + 4);
if (param_1 <= iVar3) {
__dest = *(void **)this;
iVar3 = iVar1;
goto LAB_00a62e53;
}
local_20 = *(int *)(this + 8);
iVar2 = param_1 - iVar3;
if (local_20 < 0) {
local_20 = *(int *)(this + 0xc);
*(int *)(this + 8) = local_20;
if (iVar3 == 0) {
*(undefined4 *)this = 0;
__dest = (void *)0x0;
}
else {
__dest = malloc(iVar3 << 2);
memcpy(__dest,*(void **)this,iVar3 << 2);
local_20 = *(int *)(this + 8);
*(void **)this = __dest;
}
if (-1 < local_20) {
iVar3 = *(int *)(this + 4);
goto LAB_00a62ea3;
}
}
else {
LAB_00a62ea3:
iVar2 = iVar2 + iVar3;
if (local_20 == 0) {
if (iVar3 == 0) {
iVar3 = 8;
}
for (; iVar3 < iVar2; iVar3 = iVar3 * 2) {
}
}
else {
for (iVar3 = ((iVar2 + -1) / local_20 + 1) * local_20; iVar3 < iVar2;
iVar3 = (iVar3 + iVar2) / 2) {
}
}
*(int *)(this + 4) = iVar3;
if (*(void **)this != (void *)0x0) {
__dest = realloc(*(void **)this,iVar3 << 2);
iVar3 = *(int *)(this + 0x210);
*(void **)this = __dest;
goto LAB_00a62e53;
}
__dest = malloc(iVar3 << 2);
*(void **)this = __dest;
}
iVar3 = *(int *)(this + 0x210);
LAB_00a62e53:
*(void **)(this + 0x214) = __dest;
*(int *)(this + 0x210) = iVar3 + iVar4;
iVar3 = ((iVar3 + iVar4) - iVar1) - iVar4;
if ((0 < iVar3) && (0 < iVar4)) {
_V_memmove((void *)((int)__dest + param_1 * 4),(void *)((int)__dest + iVar1 * 4),iVar3 * 4);
}
return;
}
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.