CUtlMemoryPool::Alloc
0x00254cc0 · 95 bytes · __thiscall
_ZN14CUtlMemoryPool5AllocEj
Decompiled
undefined (2 params)
/* CUtlMemoryPool::Alloc(unsigned int) */
undefined4 * __thiscall CUtlMemoryPool::Alloc(CUtlMemoryPool *this,uint param_1)
{
undefined4 *puVar1;
int iVar2;
if (param_1 <= *(uint *)this) {
puVar1 = *(undefined4 **)(this + 0xc);
if (puVar1 != (undefined4 *)0x0) {
LAB_00254cd8:
iVar2 = *(int *)(this + 0x10) + 1;
*(int *)(this + 0x10) = iVar2;
if (iVar2 < *(int *)(this + 0x14)) {
iVar2 = *(int *)(this + 0x14);
}
*(int *)(this + 0x14) = iVar2;
*(undefined4 *)(this + 0xc) = *puVar1;
return puVar1;
}
if ((*(int *)(this + 8) != 0) || (*(short *)(this + 0x1a) == 0)) {
AddNewBlob(this);
puVar1 = *(undefined4 **)(this + 0xc);
if (puVar1 != (undefined4 *)0x0) goto LAB_00254cd8;
}
}
return (undefined4 *)0x0;
}
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.