L L4D2node

DispInfo_CreateArray

0x00137ca0 · 211 bytes · __cdecl

_Z20DispInfo_CreateArrayi

Decompiled

undefined (1 param)

/* DispInfo_CreateArray(int) */

undefined2 * DispInfo_CreateArray(int param_1)

{
  undefined2 *puVar1;
  uint uVar2;
  int *piVar3;
  int iVar4;
  int iVar5;
  CDispInfo *this;
  CDispInfo *local_20;
  
  puVar1 = operator_new(0xc);
  *puVar1 = 1;
  *(int *)(puVar1 + 4) = param_1;
  if (param_1 != 0) {
    uVar2 = 0xffffffff;
    if ((uint)param_1 < 0x348001) {
      uVar2 = param_1 * 0x26c + 4;
    }
    piVar3 = operator_new__(uVar2);
    local_20 = (CDispInfo *)(piVar3 + 1);
    *piVar3 = param_1;
    iVar5 = param_1 + -1;
    this = local_20;
    do {
                    /* try { // try from 00137d03 to 00137d07 has its CatchHandler @ 00137d89 */
      CDispInfo::CDispInfo(this);
      iVar5 = iVar5 + -1;
      this = this + 0x26c;
    } while (iVar5 != -1);
    *(CDispInfo **)(puVar1 + 2) = local_20;
    if (0 < param_1) {
      iVar4 = 0;
      iVar5 = 0;
      while( true ) {
        iVar5 = iVar5 + 1;
        *(undefined2 **)(local_20 + iVar4 + 0x268) = puVar1;
        iVar4 = iVar4 + 0x26c;
        if (iVar5 == param_1) break;
        local_20 = *(CDispInfo **)(puVar1 + 2);
      }
    }
    return puVar1;
  }
  *(undefined4 *)(puVar1 + 2) = 0;
  return puVar1;
}

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)