CClientFrameManager::AllocateFrame
0x001158f0 · 40 bytes · __thiscall
_ZN19CClientFrameManager13AllocateFrameEv
Decompiled
undefined (1 param)
/* CClientFrameManager::AllocateFrame() */
CClientFrame * __thiscall CClientFrameManager::AllocateFrame(CClientFrameManager *this)
{
CClientFrame *this_00;
this_00 = (CClientFrame *)CUtlMemoryPool::Alloc((CUtlMemoryPool *)(this + 8));
if (this_00 != (CClientFrame *)0x0) {
CClientFrame::CClientFrame(this_00);
}
return this_00;
}
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.