L L4D2node

CUtlVector<CUtlBinaryBlock,CUtlMemory<CUtlBinaryBlock,int>>::InsertBefore

0x00be5200 · 92 bytes · __thiscall

_ZN10CUtlVectorI15CUtlBinaryBlock10CUtlMemoryIS0_iEE12InsertBeforeEi

Decompiled

undefined (2 params)

/* CUtlVector<CUtlBinaryBlock, CUtlMemory<CUtlBinaryBlock, int> >::InsertBefore(int) */

int __thiscall
CUtlVector<CUtlBinaryBlock,CUtlMemory<CUtlBinaryBlock,int>>::InsertBefore
          (CUtlVector<CUtlBinaryBlock,CUtlMemory<CUtlBinaryBlock,int>> *this,int param_1)

{
  CUtlBinaryBlock *this_00;
  
  GrowVector(this,1);
  ShiftElementsRight(this,param_1,1);
  this_00 = (CUtlBinaryBlock *)(param_1 * 0x10 + *(int *)this);
  if (this_00 != (CUtlBinaryBlock *)0x0) {
    CUtlBinaryBlock::CUtlBinaryBlock(this_00,0,0);
  }
  return param_1;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)