L L4D2node

CMemoryStack::FreeToAllocPoint

0x00254f40 · 32 bytes · __cdecl

_ZN12CMemoryStack16FreeToAllocPointEjb

Decompiled

undefined (2 params)

/* CMemoryStack::FreeToAllocPoint(unsigned int, bool) */

void CMemoryStack::FreeToAllocPoint(uint param_1,bool param_2)

{
  uint uVar1;
  uint uVar2;
  undefined3 in_stack_00000009;
  
  uVar1 = *(int *)(param_1 + 0x18) + -1 + _param_2 & -*(int *)(param_1 + 0x18);
  uVar2 = uVar1 + *(uint *)(param_1 + 0xc);
  if ((!CARRY4(uVar1,*(uint *)(param_1 + 0xc))) && (uVar2 < *(uint *)param_1)) {
    *(uint *)param_1 = uVar2;
  }
  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)