L L4D2node

CUtlMemoryPool::CUtlMemoryPool

0x0009bcd0 · 171 bytes · __thiscall

_ZN14CUtlMemoryPoolC2EiiiPKci

Decompiled

undefined (6 params)

/* CUtlMemoryPool::CUtlMemoryPool(int, int, int, char const*, int) */

void __thiscall
CUtlMemoryPool::CUtlMemoryPool
          (CUtlMemoryPool *this,int param_1,int param_2,int param_3,char *param_4,int param_5)

{
  int iVar1;
  uint uVar2;
  int local_24;
  undefined2 local_1e;
  
  if (param_5 == 0) {
    uVar2 = 0xffffffff;
    local_24 = 0;
    local_1e = 1;
  }
  else {
    local_1e = (undefined2)param_5;
    local_24 = (param_5 & 0xffffU) - 1;
    uVar2 = -(param_5 & 0xffffU);
  }
  *(undefined4 *)(this + 0x14) = 0;
  *(int *)(this + 8) = param_3;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined2 *)(this + 0x18) = local_1e;
  iVar1 = 4;
  if (3 < (uint)param_1) {
    iVar1 = param_1;
  }
  *(int *)(this + 4) = param_2;
  *(uint *)this = iVar1 + local_24 & uVar2;
  if (param_4 == (char *)0x0) {
    param_4 = "/data/src/tier1/mempool.cpp";
  }
  *(char **)(this + 0x1c) = param_4;
  *(undefined2 *)(this + 0x1a) = 0;
  *(CUtlMemoryPool **)(this + 0x20) = this + 0x20;
  *(CUtlMemoryPool **)(this + 0x24) = this + 0x20;
  AddNewBlob(this);
  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)