CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>>::EnsureCount
0x00bd6240 · 72 bytes · __thiscall
_ZN10CUtlVectorIP25CParticleSystemDefinition10CUtlMemoryIS1_iEE11EnsureCountEi
Decompiled
undefined (2 params)
/* CUtlVector<CParticleSystemDefinition*, CUtlMemory<CParticleSystemDefinition*, int>
>::EnsureCount(int) */
void __thiscall
CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>>::EnsureCount
(CUtlVector<CParticleSystemDefinition*,CUtlMemory<CParticleSystemDefinition*,int>> *this,
int param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0xc);
if ((iVar1 < param_1) && (iVar2 = param_1 - iVar1, iVar2 != 0)) {
GrowVector(this,iVar2);
ShiftElementsRight(this,iVar1,iVar2);
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.