L L4D2node

CUtlMemoryPool::AllocZero

0x0009be10 · 61 bytes · __thiscall

_ZN14CUtlMemoryPool9AllocZeroEj

Decompiled

undefined (2 params)

/* CUtlMemoryPool::AllocZero(unsigned int) */

void * __thiscall CUtlMemoryPool::AllocZero(CUtlMemoryPool *this,uint param_1)

{
  void *pvVar1;
  
  pvVar1 = (void *)Alloc(this,param_1);
  if (pvVar1 != (void *)0x0) {
    _V_memset(pvVar1,0,param_1);
  }
  return pvVar1;
}

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)