L L4D2node

CThreadSafeMemoryPool::CThreadSafeMemoryPool

0x0008c280 · 177 bytes · __thiscall

_ZN21CThreadSafeMemoryPoolC2Eiii

Decompiled

undefined (4 params)

/* CThreadSafeMemoryPool::CThreadSafeMemoryPool(int, int, int) */

void __thiscall
CThreadSafeMemoryPool::CThreadSafeMemoryPool
          (CThreadSafeMemoryPool *this,int param_1,int param_2,int param_3)

{
  undefined4 *puVar1;
  uint uVar2;
  
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
                    /* try { // try from 0008c2e3 to 0008c2e7 has its CatchHandler @ 0008c331 */
  puVar1 = operator_new(8);
  *puVar1 = 0;
  puVar1[1] = 0;
  *(undefined4 **)(this + 0x3c) = puVar1;
  if ((param_1 & 7U) != 0) {
    uVar2 = (uint)(param_1 >> 0x1f) >> 0x1d;
    param_1 = param_1 + 8 + (uVar2 - (param_1 + uVar2 & 7));
  }
  *(int *)(this + 4) = param_1;
  *(undefined4 *)(this + 0x10) = 0;
  *(int *)this = param_3;
  *(int *)(this + 8) = param_2;
  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)