L L4D2node

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 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)