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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.