AllocPooledString
0x00464c70 · 78 bytes · __cdecl
_Z17AllocPooledStringPKc
Decompiled
undefined (1 param)
/* AllocPooledString(char const*) */
char * AllocPooledString(char *param_1)
{
char *pcVar1;
char *pcVar2;
char *in_stack_00000008;
if ((in_stack_00000008 != (char *)0x0) && (*in_stack_00000008 != '\0')) {
pcVar1 = (char *)CStringPool::Allocate((CStringPool *)(g_GameStringPool + 4),in_stack_00000008);
pcVar2 = (char *)0x0;
if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
pcVar2 = pcVar1;
}
*(char **)param_1 = pcVar2;
return param_1;
}
param_1[0] = '\0';
param_1[1] = '\0';
param_1[2] = '\0';
param_1[3] = '\0';
return param_1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.