CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>::operator=
0x00b8b5e0 · 424 bytes · __thiscall
_ZN10CUtlVectorI17ikcontextikrule_t10CUtlMemoryIS0_iEEaSERKS3_
Decompiled
undefined (2 params)
/* CUtlVector<ikcontextikrule_t, CUtlMemory<ikcontextikrule_t, int>
>::TEMPNAMEPLACEHOLDERVALUE(CUtlVector<ikcontextikrule_t, CUtlMemory<ikcontextikrule_t, int> >
const&) */
void __thiscall
CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>::operator=
(CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>> *this,CUtlVector *param_1
)
{
int iVar1;
undefined4 *puVar2;
undefined4 *puVar3;
int iVar4;
int iVar5;
iVar1 = *(int *)(param_1 + 0xc);
*(undefined4 *)(this + 0xc) = 0;
if (iVar1 != 0) {
GrowVector(this,iVar1);
ShiftElementsRight(this,0,iVar1);
if (0 < iVar1) {
iVar4 = 0;
iVar5 = 0;
do {
iVar5 = iVar5 + 1;
puVar2 = (undefined4 *)(iVar4 + *(int *)param_1);
puVar3 = (undefined4 *)(*(int *)this + iVar4);
iVar4 = iVar4 + 0x84;
*puVar3 = *puVar2;
puVar3[1] = puVar2[1];
puVar3[2] = puVar2[2];
puVar3[3] = puVar2[3];
puVar3[4] = puVar2[4];
puVar3[5] = puVar2[5];
puVar3[6] = puVar2[6];
puVar3[7] = puVar2[7];
puVar3[8] = puVar2[8];
puVar3[9] = puVar2[9];
puVar3[10] = puVar2[10];
puVar3[0xb] = puVar2[0xb];
puVar3[0xc] = puVar2[0xc];
puVar3[0xd] = puVar2[0xd];
puVar3[0xe] = puVar2[0xe];
puVar3[0xf] = puVar2[0xf];
puVar3[0x10] = puVar2[0x10];
puVar3[0x11] = puVar2[0x11];
puVar3[0x12] = puVar2[0x12];
puVar3[0x13] = puVar2[0x13];
puVar3[0x14] = puVar2[0x14];
puVar3[0x15] = puVar2[0x15];
puVar3[0x16] = puVar2[0x16];
puVar3[0x17] = puVar2[0x17];
puVar3[0x18] = puVar2[0x18];
puVar3[0x19] = puVar2[0x19];
puVar3[0x1a] = puVar2[0x1a];
puVar3[0x1b] = puVar2[0x1b];
puVar3[0x1c] = puVar2[0x1c];
puVar3[0x1d] = puVar2[0x1d];
puVar3[0x1e] = puVar2[0x1e];
puVar3[0x1f] = puVar2[0x1f];
puVar3[0x20] = puVar2[0x20];
} while (iVar5 != iVar1);
return;
}
}
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.