CUtlDict<int,int>::Insert
0x00bb9fe0 · 48 bytes · __thiscall
_ZN8CUtlDictIiiE6InsertEPKcRKi
Decompiled
undefined (3 params)
/* CUtlDict<int, int>::Insert(char const*, int const&) */
void __thiscall CUtlDict<int,int>::Insert(CUtlDict<int,int> *this,char *param_1,int *param_2)
{
char *local_14;
int local_10;
local_14 = strdup(param_1);
local_10 = *param_2;
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
*)this,(Node_t *)&local_14);
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.