L L4D2node

GCSDK::CRecordInfo::Alloc

0x00093470 · 38 bytes · __cdecl

_ZN5GCSDK11CRecordInfo5AllocEv

Decompiled

undefined (0 params)

/* GCSDK::CRecordInfo::Alloc() */

CRecordInfo * GCSDK::CRecordInfo::Alloc(void)

{
  CRecordInfo *this;
  
  this = (CRecordInfo *)CThreadSafeMemoryPool::Alloc((CThreadSafeMemoryPool *)sm_MemPoolRecordInfo);
  if (this != (CRecordInfo *)0x0) {
    CRecordInfo(this);
  }
  return this;
}

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)