CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::InsertBefore
0x00be4ed0 · 76 bytes · __thiscall
_ZN10CUtlVectorI10CUtlString10CUtlMemoryIS0_iEE12InsertBeforeEi
Decompiled
undefined (2 params)
/* CUtlVector<CUtlString, CUtlMemory<CUtlString, int> >::InsertBefore(int) */
int __thiscall
CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::InsertBefore
(CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *this,int param_1)
{
CUtlString *this_00;
GrowVector(this,1);
ShiftElementsRight(this,param_1,1);
this_00 = (CUtlString *)(param_1 * 0x10 + *(int *)this);
if (this_00 != (CUtlString *)0x0) {
CUtlString::CUtlString(this_00);
}
return param_1;
}
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.