L L4D2node

AllocateStringHelper2

0x000d5e80 · 168 bytes · __cdecl

_Z21AllocateStringHelper2PKcPc

Decompiled

undefined (2 params)

/* AllocateStringHelper2(char const*, char*) */

void * AllocateStringHelper2(char *param_1,char *param_2)

{
  char *__n;
  uint uVar1;
  uint uVar2;
  void *__dest;
  uint *puVar3;
  uint *puVar4;
  int in_GS_OFFSET;
  uint local_220 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  vsnprintf((char *)local_220,0x200,param_1,param_2);
  puVar4 = local_220;
  do {
    puVar3 = puVar4;
    uVar1 = *puVar3 + 0xfefefeff & ~*puVar3;
    uVar2 = uVar1 & 0x80808080;
    puVar4 = puVar3 + 1;
  } while (uVar2 == 0);
  if ((uVar1 & 0x8080) == 0) {
    puVar4 = (uint *)((int)puVar3 + 6);
    uVar2 = uVar2 >> 0x10;
  }
  __n = (char *)((int)puVar4 + (-(int)local_220 - (uint)CARRY1((byte)uVar2,(byte)uVar2)) + -2);
  __dest = operator_new__((uint)__n);
  memcpy(__dest,local_220,(size_t)__n);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return __dest;
}

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)