CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>>::InsertBefore
0x00bdb3f0 · 240 bytes · __thiscall
_ZN10CUtlVectorIN3rr215CriterionLambdaE22CUtlMemoryConservativeIS1_EE12InsertBeforeEiRKS1_
Decompiled
undefined (3 params)
/* CUtlVector<rr2::CriterionLambda, CUtlMemoryConservative<rr2::CriterionLambda>
>::InsertBefore(int, rr2::CriterionLambda const&) */
int __thiscall
CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>>::InsertBefore
(CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>> *this,
int param_1,CriterionLambda *param_2)
{
int *piVar1;
undefined2 uVar2;
int *piVar3;
char cVar4;
undefined2 *puVar5;
void *pvVar6;
int iVar7;
int iVar8;
iVar7 = *(int *)(this + 8) + 1;
if ((int)(*(uint *)(this + 4) / 0xc) < iVar7) {
pvVar6 = realloc(*(void **)this,iVar7 * 0xc);
*(void **)this = pvVar6;
*(int *)(this + 4) = iVar7 * 0xc;
iVar7 = *(int *)(this + 8) + 1;
}
else {
pvVar6 = *(void **)this;
}
*(int *)(this + 8) = iVar7;
iVar7 = (iVar7 - param_1) + -1;
iVar8 = param_1 * 0xc;
*(void **)(this + 0xc) = pvVar6;
if (0 < iVar7) {
_V_memmove((void *)((int)pvVar6 + iVar8 + 0xc),(void *)((int)pvVar6 + iVar8),iVar7 * 0xc);
pvVar6 = *(void **)this;
}
puVar5 = (undefined2 *)((int)pvVar6 + iVar8);
if (puVar5 != (undefined2 *)0x0) {
uVar2 = *(undefined2 *)param_2;
*(undefined4 *)(puVar5 + 2) = 0x3f800000;
*(undefined4 *)(puVar5 + 4) = 0;
*puVar5 = uVar2;
iVar7 = *(int *)(param_2 + 8);
if (iVar7 != 0) {
LOCK();
*(int *)(iVar7 + 4) = *(int *)(iVar7 + 4) + 1;
UNLOCK();
piVar3 = *(int **)(puVar5 + 4);
if (piVar3 != (int *)0x0) {
LOCK();
piVar1 = piVar3 + 1;
*piVar1 = *piVar1 + -1;
UNLOCK();
if (*piVar1 == 0) {
cVar4 = (**(code **)(*piVar3 + 8))(piVar3);
if (cVar4 != '\0') {
(**(code **)(*piVar3 + 4))(piVar3);
}
}
}
*(int *)(puVar5 + 4) = iVar7;
}
}
return param_1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.