L L4D2node

CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>::Alloc

0x001d5a50 · 88 bytes · __thiscall

_ZN14CUtlLinkedListI18moverlayfragment_ttLb1Et10CUtlMemoryI19UtlLinkedListElem_tIS0_tEtEE5AllocEb

Decompiled

undefined (2 params)

/* CUtlLinkedList<moverlayfragment_t, unsigned short, true, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t, unsigned short>, unsigned short>
   >::Alloc(bool) */

void __thiscall
CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
::Alloc(CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
        *this,bool param_1)

{
  ushort uVar1;
  int iVar2;
  
  uVar1 = AllocInternal(this,param_1);
  if ((uVar1 != 0xffff) && (iVar2 = (uint)uVar1 * 0x2c + *(int *)this, iVar2 != 0)) {
    *(undefined4 *)(iVar2 + 0x10) = 0;
    *(undefined4 *)(iVar2 + 0x14) = 0;
    *(undefined4 *)(iVar2 + 0x18) = 0;
    *(undefined4 *)(iVar2 + 0x1c) = 0;
    *(undefined4 *)(iVar2 + 0x20) = 0;
  }
  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)