AllocChangeFrameList
0x001143c0 · 149 bytes · __cdecl
_Z20AllocChangeFrameListii
Decompiled
undefined (2 params)
/* AllocChangeFrameList(int, int) */
void AllocChangeFrameList(int param_1,int param_2)
{
undefined4 *puVar1;
int iVar2;
puVar1 = operator_new(0x18);
*puVar1 = &PTR_Release_002a9d08;
puVar1[1] = 0;
puVar1[2] = 0;
puVar1[3] = 0;
puVar1[4] = 0;
puVar1[5] = 0;
if (param_1 != 0) {
CUtlVector<int,CUtlMemory<int,int>>::GrowVector
((CUtlVector<int,CUtlMemory<int,int>> *)(puVar1 + 1),param_1);
CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsRight
((CUtlVector<int,CUtlMemory<int,int>> *)(puVar1 + 1),0,param_1);
if (0 < param_1) {
iVar2 = 0;
do {
*(int *)(puVar1[1] + iVar2 * 4) = param_2;
iVar2 = iVar2 + 1;
} while (iVar2 != param_1);
return;
}
}
return;
}
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.