Memory_Init
0x00240300 · 184 bytes · unknown
_Z11Memory_Initv
Decompiled
undefined (0 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Memory_Init() */
void Memory_Init(void)
{
char cVar1;
int iVar2;
uint uVar3;
uint uVar4;
uVar4 = 0x3c00000;
while (cVar1 = CMemoryStack::Init((CMemoryStack *)&g_HunkMemoryStack,uVar4,0x10000,0x2000000,0x10)
, cVar1 == '\0') {
uVar3 = (int)uVar4 / 2;
Warning("Unable to allocate %d MB of memory, trying %d MB instead\n",uVar4,uVar3);
uVar4 = uVar3;
if ((int)uVar3 < 0x3000000) {
Error("Failed to allocate minimum memory requirement for game (%d MB)\n",0x30);
}
}
iVar2 = DAT_003a1548 - (g_HunkMemoryStack - _DAT_003f2cb0);
if (iVar2 < 0x100000) {
iVar2 = 0x100000;
}
(**(code **)(*g_pDataCache + 0x14))(g_pDataCache,iVar2);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.