L L4D2node

DispCollTrees_Alloc

0x000cd880 · 134 bytes · __cdecl

_Z19DispCollTrees_Alloci

Decompiled

undefined (1 param)

/* DispCollTrees_Alloc(int) */

CDispCollTree * DispCollTrees_Alloc(int param_1)

{
  CDispCollTree *pCVar1;
  int iVar2;
  CDispCollTree *pCVar3;
  
  pCVar1 = (CDispCollTree *)Hunk_Alloc(param_1 * 0xf4,false);
  g_nTrees = param_1;
  if (0 < param_1) {
    iVar2 = 0;
    pCVar3 = pCVar1;
    do {
      if (pCVar3 != (CDispCollTree *)0x0) {
        CDispCollTree::CDispCollTree(pCVar3);
      }
      iVar2 = iVar2 + 1;
      pCVar3 = pCVar3 + 0xf4;
    } while (iVar2 < g_nTrees);
    if (pCVar1 == (CDispCollTree *)0x0) {
      pCVar1 = (CDispCollTree *)0x0;
    }
    else {
      iVar2 = 0;
      pCVar3 = pCVar1;
      do {
        *(int *)(pCVar3 + 0x10) = iVar2;
        iVar2 = iVar2 + 1;
        pCVar3 = pCVar3 + 0xf4;
      } while (iVar2 != param_1);
    }
  }
  return pCVar1;
}

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)