L L4D2node

CUtlVector<collidelist_t,CUtlMemory<collidelist_t,int>>::InsertBefore

0x00b27410 · 297 bytes · __thiscall

_ZN10CUtlVectorI13collidelist_t10CUtlMemoryIS0_iEE12InsertBeforeEiRKS0_

Decompiled

undefined (3 params)

/* CUtlVector<collidelist_t, CUtlMemory<collidelist_t, int> >::InsertBefore(int, collidelist_t
   const&) */

int __thiscall
CUtlVector<collidelist_t,CUtlMemory<collidelist_t,int>>::InsertBefore
          (CUtlVector<collidelist_t,CUtlMemory<collidelist_t,int>> *this,int param_1,
          collidelist_t *param_2)

{
  undefined4 *puVar1;
  void *pvVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar4 = *(int *)(this + 4);
  iVar3 = *(int *)(this + 0xc) + 1;
  if (iVar4 < iVar3) {
    iVar5 = *(int *)(this + 8);
    if (-1 < iVar5) {
      if (iVar5 == 0) {
        if (iVar4 == 0) {
          if (iVar3 < 3) {
            iVar5 = 2;
            goto LAB_00b274cf;
          }
          iVar4 = 2;
        }
        do {
          iVar5 = iVar4 * 2;
          if (iVar3 <= iVar5) break;
          iVar5 = iVar4 * 4;
          iVar4 = iVar5;
        } while (iVar5 < iVar3);
      }
      else {
        for (iVar5 = iVar5 * (*(int *)(this + 0xc) / iVar5 + 1); iVar5 < iVar3;
            iVar5 = (iVar5 + iVar3) / 2) {
        }
      }
LAB_00b274cf:
      *(int *)(this + 4) = iVar5;
      if (*(void **)this == (void *)0x0) {
        pvVar2 = malloc(iVar5 * 0x1c);
        *(void **)this = pvVar2;
      }
      else {
        pvVar2 = realloc(*(void **)this,iVar5 * 0x1c);
        *(void **)this = pvVar2;
        iVar3 = *(int *)(this + 0xc) + 1;
      }
      goto LAB_00b27434;
    }
  }
  pvVar2 = *(void **)this;
LAB_00b27434:
  *(int *)(this + 0xc) = iVar3;
  iVar4 = param_1 * 0x1c;
  iVar3 = (iVar3 - param_1) + -1;
  *(void **)(this + 0x10) = pvVar2;
  if (0 < iVar3) {
    _V_memmove((void *)((int)pvVar2 + iVar4 + 0x1c),(void *)((int)pvVar2 + iVar4),iVar3 * 0x1c);
    pvVar2 = *(void **)this;
  }
  puVar1 = (undefined4 *)((int)pvVar2 + iVar4);
  if (puVar1 != (undefined4 *)0x0) {
    *puVar1 = *(undefined4 *)param_2;
    puVar1[1] = *(undefined4 *)(param_2 + 4);
    puVar1[2] = *(undefined4 *)(param_2 + 8);
    puVar1[3] = *(undefined4 *)(param_2 + 0xc);
    puVar1[4] = *(undefined4 *)(param_2 + 0x10);
    puVar1[5] = *(undefined4 *)(param_2 + 0x14);
    puVar1[6] = *(undefined4 *)(param_2 + 0x18);
  }
  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)