L L4D2node

PackedEntity::AllocAndCopyPadded

0x001d6120 · 100 bytes · __thiscall

_ZN12PackedEntity18AllocAndCopyPaddedEPKvm

Decompiled

undefined (3 params)

/* PackedEntity::AllocAndCopyPadded(void const*, unsigned long) */

bool __thiscall PackedEntity::AllocAndCopyPadded(PackedEntity *this,void *param_1,ulong param_2)

{
  void *pvVar1;
  uint uVar2;
  
  if (*(void **)(this + 0x24) != (void *)0x0) {
    free(*(void **)(this + 0x24));
  }
  uVar2 = param_2 + 3 >> 2;
  pvVar1 = malloc(uVar2 * 4);
  *(void **)(this + 0x24) = pvVar1;
  if (pvVar1 != (void *)0x0) {
    _V_memcpy(pvVar1,param_1,param_2);
    *(uint *)(this + 0x28) = uVar2 << 5;
  }
  return pvVar1 != (void *)0x0;
}

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)