L L4D2node

CPooledVBAllocator_ColorMesh::Allocate

0x00185a10 · 122 bytes · __thiscall

_ZN28CPooledVBAllocator_ColorMesh8AllocateEi

Decompiled

undefined (2 params)

/* CPooledVBAllocator_ColorMesh::Allocate(int) */

int __thiscall
CPooledVBAllocator_ColorMesh::Allocate(CPooledVBAllocator_ColorMesh *this,int param_1)

{
  int iVar1;
  
  if (*(int *)(this + 4) == 0) {
    Warning(
           "ERROR: CPooledVBAllocator_ColorMesh::Allocate cannot be called before Init (expect a crash)\n"
           );
    iVar1 = -1;
  }
  else if (this[0x20] == (CPooledVBAllocator_ColorMesh)0x0) {
    if (*(int *)(this + 0xc) - *(int *)(this + 0x18) < param_1) {
      Warning(
             "ERROR: CPooledVBAllocator_ColorMesh::Allocate failing - not enough space left in the vertex buffer!\n"
             );
      iVar1 = -1;
    }
    else {
      iVar1 = *(int *)(this + 0x1c);
      *(int *)(this + 0x18) = *(int *)(this + 0x18) + param_1;
      *(int *)(this + 0x14) = *(int *)(this + 0x14) + 1;
      *(int *)(this + 0x1c) = param_1 * *(int *)(this + 0x10) + iVar1;
    }
  }
  else {
    Warning(
           "ERROR: CPooledVBAllocator_ColorMesh::Allocate being called after some (but not all) calls to Deallocate have been called - invalid! (expect visual artifacts)\n"
           );
    iVar1 = -1;
  }
  return iVar1;
}

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)